Suggestions/12th-Jul-2006
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.
The Beginning (V2.0)
Timestamp: | 01:09, 12 July 2006 (BST) |
Type: | Change. |
Scope: | People who want some Backstory on this game. |
Description: | My idea is this. Kevan chooses some places in this order; A Police Department (Dakerstown Wale Walk PD), A Hospital (Dakerstown St.Bartholomews Hospital), A Armoury (Pepperdavile Fort Creedy), and a NecroTech Building (Ridleybank Blackmore Building). Within those buildings (He would choose them as he sees fit) added to there usual descriptions would be a new thing like "A open book/Diary/Log (The slashes because it depends on the building) is open on a Desk." And a new button presents itself, which is "read Book/Diary/Log." And if you read it you get 10XP and a written Log. For the PD it could be "June 28th, 2005. We brought someone in today, he apparently was raving Mad, he attacked his family with the inent on eating their flesh, his family is at A Hospital right now." The Hospital? "June 30th, 2005. I don't believe it, the family that the Raving Madman attacked was discovered missing from their Bodybags, when we went down there a pool of blood was all to be found of the attendant, what in the name of God is happening?" The Armoury? "July 2nd, 2005. These... Things are eating people, we are being attacked! Even as I right I can hear those God Aweful Moans... And those Screams...Those Screams keep me up at night." Finally the NecroTech Building. "July 3rd, 2006. The City is overrun, I have gotten word from my superiors to begin my research right away." (Note: All of these entries can be changed by Kevan.) Maybe if you read all these Entries in order you get a XP amount like 80XP. |
Votes
- Keep - Author Vote, I thought about this one for a while. Also, don't you want a nice little Backstory account of before the Outbreak? --Canuhearmenow 01:09, 12 July 2006 (BST)
- Kill Not really. A zombie virus came out of nowhere and everyone's hiding in safehouses. That's enough backstory for my tastes. But really I don't like the idea of questing for xp. --Jon Pyre 01:11, 12 July 2006 (BST)
- Keep - It has always bugged me that we don't get a good back story, and the one time XP boost is nice. --Paradox244 01:14, 12 July 2006 (BST)
- Kill - Same reason as before. The game doesn't have a distinct backstory plot (or quests like this, or NPCS, or anything) because it's a different sort of unique game, Focused Entirely around the players. This is a step in the wrong direction, away from the intent of UD. --Rgon 01:31, 12 July 2006 (BST)
- Kill - I don't like the pretty big xp award. Some skills cost 75xp, this is less than 1/8th of that. Eventually, it would be pretty well known which areas give the xp, and for so much xp, people would surely do the "pilgrimage". Result: No one starts as a zombie anymore (might as well get the free xp before switching, no?). --McArrowni 01:57, 12 July 2006 (BST)
- KILL Yay exploration badges! Except Urban Dead is not Nexus Wars. There's already a Peer Reviewed suggestion that's better than this... as usual, your survivor bias shows. You don't give zombies a way to gain XP. Rheingold 02:02, 12 July 2006 (BST).
- Kill First of all,Rheingold, it doesn't specifically say zombies CAN'T do this. "Intent of UD?" The "intent" of UD is to provide players with a zombie apocalypse scenario. Why is it a requirement that there NOT be ideas like this (ie. "NPCs" or similar), especially when Kevan expressed interest in ideas like this. The player base is declining and fresh ideas that can make the game more FUN shouldn't be ignored. As for the suggestion, I'd make it a chance of finding the backstory pages instead of just being automatic and lower the XP awarded significantly.--Pesatyel 04:40, 12 July 2006 (BST)
- Keep - I like this idea! And where's the problem with zombies doing this "quest"? Jonny12 W! 10:41, 12 July 2006 (BST)
- Kill - Look forward, not back --Boxy 11:38, 12 July 2006 (BST)
- Kill - Newsflash, naysayers: Kevan has already expressed an interest in a quest related suggestions. I just think this one has too many ways to be exploitable and it totally ignores half the player base, i.e. zombies. --Mookiemookie 03:09, 12 July 2006 (BST) EDIT: - Restoring my vote that Pesatyel deleted. I'm assuming it wasn't intentional...right Pesatyel? --Mookiemookie 12:34, 12 July 2006 (BST)
- Re: No, not intentional. I didn't realize I had deleted your vote, otherwise I would have restored it myself. Sorry.--Pesatyel 03:15, 13 July 2006 (BST)
- Keep - I think it's a good start. If folks want zombie-specific quests -- suggest some! --Ember MBR 19:12, 12 July 2006 (BST)
- Keep - Regardless if players/wikizens want to write their own stories for the background, this would provide some interesting snippets of official backstory to jumpstart the story-writing process. In addition, zombies possessing memories of life could read the books - wow, a non-combat XP source for zombies.--OmegaPaladin 19:25, 12 July 2006 (BST)
- Keep - It's not enough XP to really hurt, sounds like fun to me. Note for the zombies complaining... once these books are found, they'll become harman hotspots, very good targets. --Kiltric 02:38, 13 July 2006 (BST)
- Kill - It takes away from the structure of the game, and gives lots of XP for basically no work. No. –Bob Hammero Mod•T•P! 22:56, 13 July 2006 (BST)
- Keep - I think it would be good for the background of the game. --HighlandZHunter I.U.S.S 12:11, 24 July 2006 (BST)
- Kill - I would prefer more newspaper articles or books found in the library than creating logs in locations for people to look at. Especially with 80XP on the stake --Rubix41 25th July 20:24 (GMT)
Molotov Cocktail
Suggestion moved to the Talk Page. Author should take note that suggestions can't be modified once they have been submited. --Matthew Fahrenheit YRC | T | W! 05:03, 12 July 2006 (BST)
Virus Resistance Shots
This suggestion has been Spaminated with 12 Spams and no non author keeps.--The General T Sys U! P! F! 09:33, 12 July 2006 (BST)
Trail Scent
Timestamp: | 03:22, 12 July 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | This a skill to allow zombies to better organize. Trail Scent would be a subskill of Feeding Groan, as it is a communication skill. The zombie would have a button on their interface to begin emitting a distinct smell of rot labeled "Trail Scent". Once pressed the button would change to "End Scent", allowing the zombie to stop leaving a trail.
Trailing a scent would give other zombies increased information via Scent Death. Scent Death would in addition to its current information give directions to the largest nearby group of your mutual contacts that are both dead and trailing a scent and list their names. It would look like this: You smell several familiar scents 2n 1e. They are Maneater, ZombieScientist, Boomstick, and Mall Masticator. This would allow zombies to find their allies and help them horde whether in a group or not, while remaining in flavor and without providing an overpowering ability like being able to provide explicit directions. It would also increase the utility provided by Scent Death, and make it a crucial ability for ally play. |
Votes
- Keep Author vote. Helps zombies find their buds, but not much else. A useful ability that gives zombies a reason to use the contact list. --Jon Pyre 03:22, 12 July 2006 (BST)
- Keep - the Wiki Gestapo almost Spammed you on this one, but this suggestion is acceptable--talk 06:11, 12 July 2006 (BST)
- Keep - I wonder if Zombie Theseus will find a Minotaur... --Matthew Fahrenheit YRC | T | W! 06:13, 12 July 2006 (BST)
- Keep - Too much like ants but ... I think it would be helpful. --Max Grivas JG,T,P! 06:27, 12 July 2006 (BST)
- Keep - Not without hesitations though. Also, the name might need to be changed, since there is already a skill called "Scent Trail". --Rgon 08:02, 12 July 2006 (BST)
- Keep - I'll vote for this, though I suspect zombies who have each other as contacts are already metagaming enough to not need the directional help. --Ember MBR 08:45, 12 July 2006 (BST)
- Keep think this might be duped, but meh. Rheingold 10:36, 12 July 2006 (BST)
- Keep - Yeah, seems good to me Jonny12 W! 10:42, 12 July 2006 (BST)
- Keep - Unless there is an AP cost for leaving your scent trail on, everyone (with the skill) is going to continually leave a trail (not a bad thing), and it'll end up like this suggestion. It's combination with the Scent Death makes it a good suggestion --Boxy 11:34, 12 July 2006 (BST)
- Keep - It helps with zombie communication while being totally unlike any survivor skills. Jenny D'ArcT 14:14, 12 July 2006 (BST)
- Keep - Excellent, aids zombie communication. --Burgan 14:45, 12 July 2006 (BST)
- Keep - What they said. --Paradox244 20:53, 12 July 2006 (BST)
- Keep - I'm not too entusiastic, but it would fix the scent death skill and actually make it useful. --McArrowni 22:38, 12 July 2006 (BST)
- Keep - ^ ditto --Kiltric 02:40, 13 July 2006 (BST)
- Keep - I can definitely see how this would be useful. –Bob Hammero Mod•T•P! 23:00, 13 July 2006 (BST)
- Keep - I useful and clever way for low level ferals to stick together or follow zombie hordes --Yeoman the Zombie 12:29, 14 July 2006 (BST)
- Keep - Sensible. And after all, Zombies do need some equality! --HighlandZHunter
I.U.S.S 12:11, 24 July 2006 (BST)
- Kill In compaison to this suggestion, Sense Horde movement seems a lot easier. No trails, no messing. --Rubix41 25th July 20:24 (GMT)
Military Radio
Timestamp: | 04:21, 12 July 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | The military initially limited radio signals for their own usage. Here's what they're using it for. The zombie hunter skill Military Radio would give the player access to secure channels the military uses for communication. They would have ten additional channels they are permitted to broadcast on, 29.01-29.10. Transmissions sent over these channels are coded and can only be comprehended by someone with the Military Radio skill. To anyone listening without the skill all messages are condensed into: "You heard X coded transmissions (most recent 3 hours ago). Furthermore, transmissions without an identifying code are jammed. Thus all messages on these channels are preceded by the sender's name, "Jon Pyre 29.03 'Hey guys!'" Finally to increase utility, certain frequencies are jammed after a certain range. Channels 29.01-29.03 only will reach people in the same suburb as yourself. 29.04-29.07 will reach everyone in your suburb and the 8 suburbs bordering yours. 29.08-29.10 have no range limitation. |
Votes
- Keep Author vote. Hey guys look! Radio being useful n'stuff. --Jon Pyre 04:21, 12 July 2006 (BST)
- Kill - More channels for survivor's Radio, are they really needed? Do survivors really need more and more means of communication? And the incremental ranges for the different frequencies... aren't these too complicated? --Matthew Fahrenheit YRC | T | W! 06:08, 12 July 2006 (BST)
- Kill - too complicated. I was going to give you a Keep up until about halfway through--talk 06:13, 12 July 2006 (BST)
- Kill - I'm sick of coded messages already. I don't like changing ranges with the frequency. Too complicated. –Spraycan Willy MalTel·T 06:34, 12 July 2006 (BST)
- Kill - The whole encryption scheme seems pretty useless, except to have a few radio channels just for the "I'm hardcore/uber/1337" crowd. Why encourage that sort of behavior though? --Rgon 08:06, 12 July 2006 (BST)
- Kill - So there are some channels anyone can use, channels only Radio Operators can use, and now channels only Military Radio operators can use? It's like trying to purchase a cable tv package. --Ember MBR 08:28, 12 July 2006 (BST)
- Kill - Too complicated on the range part. --Nob666 08:35, 12 July 2006 (BST)
- Kill Radio is pointless. You're either metagaming or you're not organized. Rheingold 10:38, 12 July 2006 (BST)
- Kill - I was going to give you a keep until you got to the bit about different radio frequencies reaching different distances.--The General-W! P! Mod12:26, 12 July 2006 (BST)
- Kill - What The General said --Mookiemookie 12:36, 12 July 2006 (BST)
- Keep - But scrap the different ranges. --Burgan 14:43, 12 July 2006 (BST)
- Kill-Mulitpy this by a billion. Everyone with spare XP will buy this skill, so the problem is still magnified, with spam. The only thing is...you know who is sending it so you can go whack them. Not worth the time to implement though.--ShadowScope 16:46, 12 July 2006 (BST)
- Kill - Do we really need more radio channels? No, we don't --Paradox244 20:54, 12 July 2006 (BST)
- Kill - I'd rather have a way to just add my name! Jonny12 W! 22:20, 12 July 2006 (BST)
- Kill - We don't need more radio channels. –Bob Hammero Mod•T•P! 23:04, 13 July 2006 (BST)
- Kill - Smash The Stupid Radios!! --Technerd 01:16, 15 July 2006 (BST)
Revive Notification
Timestamp: | 17:40, 12 July 2006 (BST) |
Type: | Flavour/Improvement |
Scope: | All |
Description: | Screen message when a zombie is revived, for the same flavour reasons as kill messages.
If you have Necrotech Employment, it would look like this: (name) revived a zombie. If you did not, it would look like this: (name) killed a zombie with a needle. (especially if the "Flavour text on kill" suggestion was implemented). Scent Trail would not work for these (as for kill messages). As well as flavour reasons, this would also help you identify active revive points and, more importantly, mark Idiot Combat Revivers for all to see(it doesn't work guys, all it does is allow the revived zombie to free run around the place checking where everyone is).
|
Votes
- Kill - Spammy and really, who gives a shit? --Mookiemookie 17:46, 12 July 2006 (BST)
- Re - No more spammy than the "X kills X", happens less often, and, well, I do. --Gene Splicer 18:01, 12 July 2006 (BST)
- Keep - Could be useful.--The General-W! P! Mod17:50, 12 July 2006 (BST)
Spam-If you don't have NecroTech Employement, you CANNOT use Revive Syringes either to Revive or to Combat Revive.Keep-Didn't read the suggestion. Sorry.--ShadowScope 18:02, 12 July 2006 (BST)- Re - Re-read. This applies to people seeing someone else revive a zombie.--Gene Splicer 18:08, 12 July 2006 (BST)
- Keep - Sure! This means we just get a message like the killed message when someone revives around you, I like it. --Burgan 18:06, 12 July 2006 (BST)
- Keep - I like it. And ShadowScope, did you at least read the suggestion? --Matthew Fahrenheit YRC | T | W! 18:07, 12 July 2006 (BST)
- Keep - it might cut down on combat revives--talk 18:33, 12 July 2006 (BST)
- Keep - Do I have to break out ReggieBoy here? This would certainly help with the combat revival problem, and is nothing more than a message text. --OmegaPaladin 19:31, 12 July 2006 (BST)
- Keep - I guess if kills are "public" events then dropping a zed with a syringe should be too. --Ember MBR 19:54, 12 July 2006 (BST)
- Keep - A no brainer. –Xoid 19:58, 12 July 2006 (BST)
- Keep - Sort of an obvious one, I suppose. Some unclear wording and superfluous garbage in there, but I'm pretty sure the gist is clear enough. --Rgon 20:39, 12 July 2006 (BST)
- Re - I'd clear up the wording but I don't want to get glowered at for editing after submission --Gene Splicer 20:46, 12 July 2006 (BST)
- Understood. Like I said, the core idea is understandable enough, and that's the important part. --Rgon 20:53, 12 July 2006 (BST)
- Re - I'd clear up the wording but I don't want to get glowered at for editing after submission --Gene Splicer 20:46, 12 July 2006 (BST)
- Keep - It annoys me to no end standing for days at a revive point, wondering if the line is getting smaller because people are getting revives or because they're tired of waiting and going somewhere else. This would solve that. --Paradox244 20:56, 12 July 2006 (BST)
- Keep - Absolutely. --Jimbo Bob ASS•U! 22:05, 12 July 2006 (BST)
- Keep - Advertises Revive Point Maintainers! --Max Grivas JG,T,P! 22:17, 12 July 2006 (BST)
- Keep - Again, seems like a common-sense addition Jonny12 W! 22:19, 12 July 2006 (BST)
- Keep - my money's on Kevan putting this in once it hits the reviewed page. --Kiltric 02:42, 13 July 2006 (BST)
- Keep Good idea. I don't like invisible actions. --Jon Pyre 03:01, 13 July 2006 (BST)
- Keep I don't see how it hurts. But how do you kill a zombie with the needle ((name) killed a zombie with a needle.), either it works (the zombie falls) or it doesn't, right?--Pesatyel 03:23, 13 July 2006 (BST)
- Re - I was thinking, if a character does not possess NT employment, how does he know what a revive syringe is? All he knows is, someone stuck a zombie with a needle, it fell down. So if you don't have NT employment, it tells you the player "killed" the zombie. If you do have NTE, you know what a revive syringe is, so it states the zombie was Revived. Was trying to add a little flavour filled fun to things --Gene Splicer 01:02, 15 July 2006 (BST)
- Keep - Sure. –Bob Hammero Mod•T•P! 23:06, 13 July 2006 (BST)
- keep makes sense and would be good to know who does what! won't stop people doing random/combat revives though, my characters never uses revive points as i think they detract from the game (if you are a zed be a zed till someone revives you don't just sulk in the local graveyard!!!) as such i am actually gratefull to such careless folk and tend to pass on the favour indiscriminately...--Honestmistake 15:11, 15 July 2006 (BST)
Combat Knife
Timestamp: | 17:58, 12 July 2006 (BST) |
Type: | New Item/Balance Change |
Scope: | All Survivors |
Description: | The lack of usefulness for the knife skills has been brought up many times before, and it is generally agreed that something needs to change. Most suggestions have focused on adding new knife skills, or altering the ones that are already present. I'm proposing that a second knife be added, the Combat Knife. It does the same damage as the Kitchen Knife, and is affected by the knife skills the same way. The difference is that the Combat Knife has a much higher base accuracy. I propose a base accuracy of 25% or 30% if no changes are made to the knife skills. The higher base attack reflects the fact that, unlike the other melee weapons, the Combat Knife was actually designed as a weapon. The Combat Knife could be found in abundance at armories, and occasionally at sporting goods and gun stores in malls. The Combat Knife could be found at other locations, but at a very low chance. With a base attack of 30% and maxed out skills, a Combat Knife would be capable of the same damage per AP as the Fire Axe with maxed out skills. Because of its high base attack, the Combat Knife would also be valuable to classes like the consumer or scout who don't start with a good way to gain XP. |
Votes
- Keep - I think this is a better way to solve a frequently discussed problem. --Desperado 17:58, 12 July 2006 (BST)
- Kill - Would be a Keep if you finish your suggestion. It's incomplete, tell us the search rates. And what would the accuracy be at the different level of skills? Also, whats the Base Damage? I like the Idea, just build on it! --Canuhearmenow 18:37, 12 July 2006 (BST)
- Re - I tell you what the damage and accuracy are in the post. As for search rates, at least 10% in armories, about 4% in gun stores and sporting goods stores (same as finding a shotgun in a gun store), and 1% or 2% in other buildings. --Desperado 18:49, 12 July 2006 (BST)
- Kill - I like the idea of a newbie's weapon. Just make it so it doesn't get as powerful as the fireaxe (i can't see how a knife can be deadlier than a fireaxe against the undead). Develop your suggestion a little more and it's a keep. --Matthew Fahrenheit YRC | T | W! 18:43, 12 July 2006 (BST) Edit: You could modify the kitchen knife's base accuaracy instead of adding a new item, but that's just my idea. --Matthew Fahrenheit YRC | T | W! 18:45, 12 July 2006 (BST)
- Re - If the base hit rate is less than 30%, it will not become as powerful as the fire axe. --Desperado 18:50, 12 July 2006 (BST) Edit: I think it is easier to get new items added than old items changed, and I don't see what's wrong with the combat knife becoming equal to (not better than) the axe. --Desperado 19:05, 12 July 2006 (BST)
- Kill - A Knife just isn't an effective weapon against the undead (remember: cuts and bleeding = not big problems for zombies). It should not be as effective as a Fire Axe. As a lower damage/AP weapon it might be good as an easy weapon for new players. --Rgon 20:34, 12 July 2006 (BST)
- Re Cuts and bleeding = not big problems for zombies. Peice of pointed steel rammed into a vital organ = big problem for zombies. That being said, I can see what part of my idea is currently attracting the most people, and it's not the part about fixing the knife skills.
- Kill - What about search rates? Suggestion needs some details. --Nob666 20:54, 12 July 2006 (BST)
- Kill - Incomplete, oh and Desperado zombies don't respirate so therefore they don't need any internal organs execpt for the brain and muscles. So puncturing a zeds internal organs will do no harm whatsoever to it, apart from making it look worse. --John Z. Delorean 20:57, 12 July 2006 (BST)
- Kill - Incomplete...sorry! Jonny12 W! 22:19, 12 July 2006 (BST)
- Kill - see Johnny12, but I think this is the best once I've seen as of yet, put more details, like the search rates, and I'll vote keep --Kiltric 02:44, 13 July 2006 (BST)
- Kill - This just exacerbates the problem. The KITCHEN Knife still has problems, so we are going to ADD the COMBAT knife? How does that really make anything better? The Kitchen Knife has 10%+15%+15%=40% and the Combat Knife would have 25/30%+15%+15%=60%. Would this REPLACE the Kitchen Knife? This suggestion might work if it did. Otherwise it just makes one more useless item. Besides, I'm of the mind that the fire axe should be THE melee weapon, but the others (knife, bat, pipe) should be inferior but have something to make them unique. How does THIS suggestion make the Kitchen Knife unique?--Pesatyel 03:35, 13 July 2006 (BST)
- Kill - Incomplete, and we don't need a second fire axe. –Bob Hammero Mod•T•P! 23:08, 13 July 2006 (BST)
- Kill Please submit more info! This sounds like a good suggestion and probably work better if you gave more info on base damage. --Rubix41 25th July 20:36 (GMT)
Smart Zombie
Timestamp: | 18:46, 12 July 2006 (BST) |
Type: | New Class. |
Scope: | New player zombie choices. |
Description: | Survivors have Cop, Consumer, Private, Scout, Fireman, Doctor, Employee, Medic, Etc. And Zombies? Corpse. My idea is for a new class, Smart zombie (Yet another weird name, like my Fresh Zombie one, but yet again, it can be changed.) This class starts out with Memories Of Life, because it didn't lose its memories like it says for Corpse in the beginning screen. This would help new zeds get to those Delicious Harmanz inside buildings without relying on some zombie coming along and taking them before You can get to them. |
Votes
- Keep - Author Vote, also I like the idea of more starting player classes. (Note: Would this be abused by Zergers? I hope not...Would it?) --Canuhearmenow 18:46, 12 July 2006 (BST)
- Keep - Wow, this is such a simple and obvious idea, I can't believe it hasn't been suggested already. Come to think of it, there's a good possibility it has... Oh well, I'm voting keep anyways. I like it. Although, I do think the name should be changed before it's implemented. It's kind of corny as is. --Rozozag 18:53, 12 July 2006 (BST)
- Re - Well, I did suggest a class to start out with Lurching Gait, and that was successful. Anyway, I'd be happy to resubmit this if you or anyone else voting on this comes up with a better name. Just put the name in your vote. Thanks! --Canuhearmenow 18:56, 12 July 2006 (BST)
- Kill - No, because 1) trying to level without Vigor Mortis is intensely frustrating and new players who pick this option won't know what they're getting into by passing over VM, and 2) Feeding Drag is working very well at getting wounded survivors out into the streets where newbie zeds can eat them. --Ember MBR 18:56, 12 July 2006 (BST)
- Re - Isen't it hard leveling up as a Scientist? As a Scout? As a Consumer? Don't People play those classes? This class would be a class that would be able to Get To the Humans, even if they can't really hit them (Still, 10% isen't that hard if you can get more out of it.) --Canuhearmenow 18:59, 12 July 2006 (BST)
- Re - That there are useless classes in UD doesn't mean we should add more of them. However, an important thing to note about all those human classes is that if you get frustrated you can ask other players for help. New zombie players who get fed up probably just quit. --Ember MBR 23:50, 12 July 2006 (BST)
- Re - Isen't it hard leveling up as a Scientist? As a Scout? As a Consumer? Don't People play those classes? This class would be a class that would be able to Get To the Humans, even if they can't really hit them (Still, 10% isen't that hard if you can get more out of it.) --Canuhearmenow 18:59, 12 July 2006 (BST)
- Kill - Bad idea. Memories of Life isn't a good starting skill for zombies, really. It's like a survivor class that starts with Tagging: Useless until later in the game --Matthew Fahrenheit YRC | T | W! 19:07, 12 July 2006 (BST)
Notice - The nature of Vigor Mortis has changed and it is not as difficult to live without it as it used to be. Under the new system, "naked" combat zombies still have a 25% hit chance and vigor mortis only raises that to 35%. Those who have not played fresh Zombies recently may be unaware of this, so I thought I should point it out. Please take this information into consideration when voting.--Rozozag 19:17, 12 July 2006 (BST)Non-author Re struck. If you want to say something to a voter and you're not the author, use his talk page. --Matthew Fahrenheit YRC | T | W! 19:46, 12 July 2006 (BST)
- Kill - I don't think zombies should have as much variety in starting classes as survivors, since zombies don't emphasize specialization and individuation. Fresh Zombie was a better idea. --Rgon 20:26, 12 July 2006 (BST)
- Kill So I move twice as slow AND I have no combat skills, but at least I can open doors! Whee! MoL should either have functionality added or be removed altogether (as per a PR suggestion). Rheingold 21:15, 12 July 2006 (BST)
- Kill - It should at least explain that this is a very hard path to choose Jonny12 W! 22:18, 12 July 2006 (BST)
- Keep - I'm surprised this hasn't been mentioned before. --Kiltric 02:50, 13 July 2006 (BST)
- Dupe The duped suggestion includes MORE class examples than just one with Memories of Life. A suggestion like this (or the one it is duping) might work better with another Peer Reviewed suggestion to make Vigour Mortis something that ALL characters have.--Pesatyel 03:45, 13 July 2006 (BST)
- Dupe - as above--talk 05:18, 13 July 2006 (BST)
- Kill - For the reasons above. –Bob Hammero Mod•T•P! 23:10, 13 July 2006 (BST)
- kill but only just and moslty cos it just doesn't seem like it would be fun to play for anyone but zergers! with this not only could the alt smash the 'cades it could open the door too. however i strongly agree with the comments rozozog made and had scribbled out so i will re-post them as part of my vote:
Notice - The nature of Vigor Mortis has changed and it is not as difficult to live without it as it used to be. Under the new system, "naked" combat zombies still have a 25% hit chance and vigor mortis only raises that to 35%. Those who have not played fresh Zombies recently may be unaware of this, so I thought I should point it out. Please take this information into consideration when voting.--Rozozag
nice effort but open to abuse--Honestmistake 15:33, 15 July 2006 (BST)
Chunks! v2
Timestamp: | 19:07, 12 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 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 "tissue sample" in inventory. Each sample 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 tissue sample will be automatically "used up" in the process and added to the revivification formula. As the dna and tissue in the sample replace some of the resources needed to produce the fluid, the AP cost of the manufacture is reduced by 5 AP, making it 15 AP total. As collecting a sample takes on average 4 AP, the AP savings will technically be about 1 for each sample collected. Might not quite justify a dedicated "harvest run," but if your scientist is combat-oriented anyway (and some are!), you could throw in a few knife slashes and reap the 5 AP reward later. It seems like a small but not overpowered incentive for scientists to get outside and start swinging steel. 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
- Keep - This was pretty well-received earlier (more than 50% keeps) but needed some changes. This would give the knife and knife skill an interesting new purpose, and just makes for good, gory fun. --Ember MBR 19:07, 12 July 2006 (BST)
- Keep - I like It A LOT! --Canuhearmenow 19:10, 12 July 2006 (BST)
- Keep - This is just an inspired idea. I don't see how it could hurt at all, and it may be a reason for a new knife skill as well. --Rozozag 19:21, 12 July 2006 (BST)
- Keep - I doubt I'll ever use it, but it sounds good and balanced. Adds a new way to play, so it gets a keep. --Burgan 19:35, 12 July 2006 (BST)
- Kill - I liked the previous version more: 15 AP to manufacture a syringe is too much, its around twice the AP to find one in a powered Necrotech. This won't be used, EVER, i rather kill zombies with an axe and later i wuold have save even more AP to search for syringes. --Matthew Fahrenheit YRC | T | W! 19:43, 12 July 2006 (BST)
- Keep - Love it. Calling it a "Tissue Sample" makes it sound a little less silly, and again, I like that it grants some benefit to players with a less specialized style of play. Since the harvesting will be easier, the lessened AP bonus works well also. Great! --Rgon 20:22, 12 July 2006 (BST)
- Keep - Eh sure, why not? --Mookiemookie 20:26, 12 July 2006 (BST)
- Keep - Whenever I see the word "chunks", I immediately think of vomit, so thank you for that image Mr. Ember. I do like this idea a lot, but "tissue sample", please. –Xoid 20:43, 12 July 2006 (BST)
- Keep - Nice Idea. --John Z. Delorean 20:53, 12 July 2006 (BST)
- Keep - When I see chunks I think cookies, but that's besides the point. Anything that lowers AP cost for revives is good with me. And please, Tissue Sample is a much better name. --Paradox244 21:01, 12 July 2006 (BST)
- Keep Perfect. Rheingold 21:16, 12 July 2006 (BST)
- Keep - Sweet chunky goodness. --Jimbo Bob ASS•U! 22:09, 12 July 2006 (BST)
- Keep - I liked the first one...this is even better! Jonny12 W! 22:17, 12 July 2006 (BST)
- Keep - Small enough so that if balance becomes a problem, other factors can be changed easily, and enough flavor to be worth bothering with in the first place :) --McArrowni 23:23, 12 July 2006 (BST)
- Keep - I would like a different percentage chance to get your chunk, but only because 65% seems somewhat arbitrary --Gene Splicer 23:40, 12 July 2006 (BST)
- Re - It has to do with the average AP needed to collect a sample. 4 x (knife hit rate of 40%) x 65% = 1.04. Spend 4 AP in combat with a weaker weapon (that happens to cut tissue chunks with excellent precision), save 5 AP in manufacture. --Ember MBR 23:48, 12 July 2006 (BST)
- Re - That makes sense... I've also just realised why I like this idea so much. I just started replaying System Shock 2 --Gene Splicer 00:05, 13 July 2006 (BST)
- Re - It has to do with the average AP needed to collect a sample. 4 x (knife hit rate of 40%) x 65% = 1.04. Spend 4 AP in combat with a weaker weapon (that happens to cut tissue chunks with excellent precision), save 5 AP in manufacture. --Ember MBR 23:48, 12 July 2006 (BST)
- Keep - YES!, good improvements, good job. --Kiltric 02:52, 13 July 2006 (BST)
- Keep Glad you stuck with tissue samples. --Jon Pyre 03:04, 13 July 2006 (BST)
- Keep Cool, you used my suggested changes.--Pesatyel 03:50, 13 July 2006 (BST)
- Kill - I ruined your unanimous Keeps... haha... the chances of finding a syringe is close to 10% already, so the 20 AP cost is already ridiculous. This just complicates things. --talk 05:15, 13 July 2006 (BST)
- Keep - This is more reasonable, and it would bring scientists outside during mall sieges, giving zombies a chance to take them out. –Bob Hammero Mod•T•P! 23:12, 13 July 2006 (BST)
- Kill - Sorry but, like you said, combat orientated science crew. With 150xp per combat skill, and Lab at 75xp, most would rather search or make a syringe then get dangle themselves in front of a zed with a knife. --Rubix41 25th July 20:41 (GMT)
Crucifix Prayer
Timestamp: | 21:09, 12 July 2006 (BST) |
Type: | Improvement |
Scope: | All players bearing a crucifix. |
Description: | Flavor effects only
Summary: Characters bearing a crucifix may display it and utter a prayer Mechanics: Clicking on a crucifix in your inventory will cost one AP, and will generate the following message: "You display your crucifix and offer prayers to heaven" and displays a corresponding message to all others in your location "PriestCharacter displays his crucifix and offers up prayers". There are no other effects in the game code (Where's your faith, heathen?) This is no different from using speak, so prayerspamming should be limited. If possible, this should be open to both survivors and zombies - I wouldn't want to leave out the Church of The Resurrection . |
Votes
- Keep - Author keep. This is one of those little improvements for the RPers that would be rather fun, given the religious groups in Malton and the number of churches and cathedrals. You could have all kinds of possibilities --OmegaPaladin 21:09, 12 July 2006 (BST)
- Keep - "Ar Rabbah, hah ar anh habban"? --Ember MBR 21:17, 12 July 2006 (BST)
- Spam - "I display my crucifix and offer prayers to heaven, that this suggestion will die." I am sick and tired of these crucifix suggestions. Crucifixes should be just as useless as they are in real life — little more than dead weight. Also: if people want to keep trying to ram in some Christianity, then where the hell are my little statues of Buddha? Or a pentagram or sixsixsix? Could it be because it would be impractical to put an item in for every religion? Most likely. Be glad with what you've got. –Xoid 21:20, 12 July 2006 (BST)
- Re Xoid - this offers no benefits, has no magic powers, and is simply a flavor addition. After all, you can read newspapers, and otherwise utilize every useless item in the game. I'm sorry that this suggestion offends you, but this suggestion is no different from someone speaking some kind of prayer. You could PK the person who was praying if it drives you that crazy. I wouldn't mind the crucifix being replaced with a generic holy symbol, and synagogues/mosques/temples/etc replace some of the churches, but that would require another suggestion. --OmegaPaladin 22:25, 12 July 2006 (BST)
- Kill - If this kind of suggestion continues, i'll make a suggestion to completely eliminate crucufixes from the game. Are you Catholic? --Matthew Fahrenheit YRC | T | W! 21:26, 12 July 2006 (BST)
- Re Matthew - No, I am not Catholic. One of my characters is based on the over-the-top priest from Dead Alive, though. --OmegaPaladin 22:25, 12 July 2006 (BST)
- It's ok. Crucifix uses have always been a taboo issue, you can't do much about that. Check your talk page, feel free to ask the questions you want, and check the code here too so you learn how to Re properly. --Matthew Fahrenheit YRC | T | W! 22:32, 12 July 2006 (BST)
- Re Matthew - No, I am not Catholic. One of my characters is based on the over-the-top priest from Dead Alive, though. --OmegaPaladin 22:25, 12 July 2006 (BST)
- Kill - Useless. --Paradox244 21:47, 12 July 2006 (BST)
- Kill What about the Zambah Rabb!z? Rheingold 21:54, 12 July 2006 (BST)
- Kill - Just give us an emote function. --Jimbo Bob ASS•U! 22:10, 12 July 2006 (BST)
- Kill - Seems a bit pointless... Jonny12 W! 22:17, 12 July 2006 (BST)
- Spam - Nerfs Wirecutters. –Spraycan Willy MalTel·T 22:22, 12 July 2006 (BST)
- Kill - It's pointless even in the terms of flavor. --Nob666 22:47, 12 July 2006 (BST)
- Spam - They should be useless just like they are in real life. Sonny Corleone WTF 23:14, 12 July 2006 (BST)
- Keep - Keeps them just as useless as they are in real life. --McArrowni 23:25, 12 July 2006 (BST)
- Kill - Essentially, giving a useless, flavour item a useless, flavour function. I think the existence of crucifixes serves the purpose, no more is really needed about them. --Rgon 01:47, 13 July 2006 (BST)
- Keep - I'm surprised to see so many kill votes, this has no true bearing on the game... --Kiltric 02:53, 13 July 2006 (BST)
- Kill Quite literally spam. I don't need to see the same generic message over and over again. --Jon Pyre 03:05, 13 July 2006 (BST)
- Kill -All this would do is create spam.--Pesatyel 04:22, 13 July 2006 (BST)
- Spam - as a 'devout' atheist I find this suggestion mildly offensive--talk 05:12, 13 July 2006 (BST)
- Spam - Leave your religion out of Urban Dead. –Bob Hammero Mod•T•P! 23:13, 13 July 2006 (BST)
- Kill Though I have some Christian beliefs, I believe worship is private. Trust me, people don't need to know that you're offering prayers because God will know and that's all that matters. Plus, if you have AP spare, there are better things to do with it. --Rubix41 25th July 20:45 (GMT)
Display Name/Profile as Zombie
Suggestion was Spaminated with 11 Spam votes out of 12 Total. Most voters cited the voter that came before them, making this a complete mess. That, and that it nerfed zombie anonimity mechanics. --Matthew Fahrenheit YRC | T | W! 22:21, 12 July 2006 (BST)
Body Bags
Suggestion was Spaminated with 7 Spam votes out of 9 Total. Most voters tought that it was poorly developed and explained, and that survivors don't need more ways to drain zombie's AP. --Matthew Fahrenheit YRC | T | W! 23:32, 12 July 2006 (BST)
Acting
Suggestion was Spaminated with 7 Spam votes out of 7 Total. Most users agreed that passive autodefenses, ninja hiding skills and such are out of genre and don't belong to the game. --Matthew Fahrenheit YRC | T | W! 22:45, 12 July 2006 (BST)
Scent Blood Change V.2
Timestamp: | 18:06, 12 July 2006 (EST) |
Type: | Skill Improvement |
Scope: | Zombies |
Description: | Since a zombie can play as a human long enough to get 75-150 XP and get Diagnosis instead of staying as a zombie to earn 200 XP in order to get Scent Fear and then Scent Blood to do the same thing, I feel Scent Blood needed to be edited to make it more appealing.
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 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 player can smell nearby wounded survivors and follow the scent. What this means is that the player will get messages stating that they smelled fresh blood coming from “#�? blocks to the “X�? and “#�? blocks to the “Y�? at what ever time this occurred. It will be the smell of the nearest survivor (under 25 HP, as it is the current classification of wounded) at the time. This would help tie it into the fact that it is a sub-skill of Scent Fear (Just incase you feel that this might cause too many spam messages, this could instead be a button to push.) 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
- Author Keep - I have no comments yet.--Savat 18:07, 12 July 2006 (EST)
- Kill - Knowing there's a wounded survivor three blocks north doesn't do you any good if he's behind extremely heavy barricades. Feeding Groan leads you to the survivors that are already exposed; there's no need for this. --Ember MBR 23:18, 12 July 2006 (BST)
- Kill - You say "Scent Blood: The player can smell nearby wounded survivors and follow the scent". Does that mean that Scent blood doesn't display HP values anymore? Also, it should be obvious that the button option is a lot more desirable than a page full of spam. Aditionally, it wuold be best to smell the nearest "injured" survivor (less than 13 HP) instead of just wuonded, because that's pretty common. --Matthew Fahrenheit YRC | T | W! 23:19, 12 July 2006 (BST)
- Kill - But I am struck by inspiration --Gene Splicer 00:50, 13 July 2006 (BST)
- Kill - I'd like specified whether this leads the zombie to wounded survivors inside buildings as well as outside. --Rgon 01:51, 13 July 2006 (BST)
- Kill If it was wounded survivors outdoors, fine. Wounded survivors indoors gets a big nono. --Jon Pyre 03:06, 13 July 2006 (BST)
- Kill -So, basically, this is a combination of Scent Fear ("wounded" survivors marked on map), Scent Blood (view HP of nearby survivors) and Scent Trail (sense new position of survivors who interacted with the zombie recently), but without the "interact" part?--Pesatyel 04:39, 13 July 2006 (BST)
- Kill Potentially useful if you wake up without a single Feeding Groan. Rheingold 05:09, 13 July 2006 (BST).
- Kill - Too messy and underdeveloped. –Bob Hammero Mod•T•P! 23:15, 13 July 2006 (BST)