Suggestions/12th-Jun-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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Trail Scent

Timestamp: 01:09, 12 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: This is another idea for a zombie coordination skill. Trail Scent would be a subskill of Scent Death designed to let zombies lead each other to the suburb they are in by leaving a pungent trail of rot and slime. A zombie with this skill would have two new buttons on their interface and a drop-down menu. The first button would be "Leave Trail" or "End Trail". For 1AP you can switch this on or off, choosing whether to let other zombies track you. The drop-down menu allows you to select who to track from among your contacts. You do not need to be on their contact list however. The second button is "Track Scent", costing 1AP. This tells you directions to the suburb they are in. For instance if you were in Dartside and your subject was in Pimbank the message you'd receive would be "You catch their scent from a suburb 3NE 1N." If you track someone in the same suburb as yourself the message you receive is "You smell them nearby." If you track someone who either is not leaving a trail or is alive you get "You don't smell them."

This skill would be a useful way to have your allies come to you from across the city. The reason there is no requirement that your trackers be mutual contacts is so the leaders of large zombie hordes can have all their followers track them. The potential for griefing is limited as this does not give you their specific location and you can switch off your trail at any time. This would reduce the need for metagaming. You would no longer need to go on a forum and read your group leader's post: "Everyone attack X Mall in X Suburb!" With this skill you could just find the suburb they're in, head over, and then follow the feeding groans.

Votes

  1. Keep This skill should aid zombies considerably, but isn't overpowering as it only provides the general suburb to attack, not specific buildings. Increases fun and reduces the need for metagaming.--Jon Pyre 01:11, 12 June 2006 (BST)
  2. Keep - Vote changed I vote keep to that. - --ramby T--W! - SGP 02:12, 12 June 2006 (BST)
    • Re They must be on your contact list. You simply don't have to be mutual contacts though. --Jon Pyre 02:27, 12 June 2006 (BST)
  3. Kill - I like that one of your suggestions better, this one isn't that useful, not even deserves spending 100 XP. --Matthew Fahrenheit 02:17, 12 June 2006 (BST)
    • Re That one is useful but it doesn't help you find specific people, just specific types of zombie grouping. --Jon Pyre 02:30, 12 June 2006 (BST)
  4. Keep - Ramby, I believe that's what "allows you to select who to track among your contacts" means, though I admit I had trouble working it out myself. I don't really like zombies leaving trails as if they were slugs, but I think the mechanic is useful. --Ember MBR 02:22, 12 June 2006 (BST)
    • Re It's not so much a slug trail. Just the zombie is heavily rotting and can be smelled from a distance. I don't want people to read too heavily into the flavor text I wrote. --Jon Pyre 02:30, 12 June 2006 (BST)
  5. Kill - Allows humans to track zombie hordes, which would be very useful against strike teams like [REDACTED] or MotA or DoA; breaks zombie anonymity; should probably work only if you share a group. --Karlsbad 03:00, 12 June 2006 (BST)
    • Re The zombie needs to be on your contacts, you can stop people from tracking you at any time, and you have to be a zombie to use the skill. Humans don't need this skill to track zombie hordes, they can broadcast on the radio "Hey everyone, whole buncha zombies are here!" and they have Necronet. This would just help zombies lead their allies. --Jon Pyre 04:19, 12 June 2006 (BST)
      • Re Well then why not change it to the game-supported same-group method (see Familiar Groans) rather than the "I-add-you-and-you-add-me" little ditty which would harm large zombie groups(!!!) because they have more members than a contact list will allow (which I found out in my work with TSO) PS There is no Brigade of BARHAH --Karlsbad 06:41, 12 June 2006 (BST)
  6. Kill - Beefing up the Scent Tree isn't going to fix things. Most organized Zombiegroups operate through some form of Meta-Gaming anyways. And Karlsbad... It'd only let them track the BARHAH Brigade if they existed... sheesh... -- Tirion529 03:31, 12 June 2006 (BST)
  7. Kill The Scent tree is fine as is. They're practically getting to the level of fortune tellers senses of things. HamsterNinja 19:51, 12 June 2006 (BST)
  8. Kill Too complicated. Agent Heroic 21:37, 12 June 2006 (BST)
  9. Keep - I know the sum of all scent suggestions is over the top, but the point of it is that zombies need more communication, the more decent suggestions to choose from that do just that, the better --McArrowni 02:42, 13 June 2006 (BST)
  10. Keep - I agree with McArrowni and, in addition, I should add that NO character should HAVE to metagame to play effectively.--Pesatyel 03:51, 13 June 2006 (BST)
  11. Keep - This sounds useful, although the suggestion could be better written. –Bob Hammero TW!P! 05:58, 15 June 2006 (BST)
  12. Kill too complicated, would rather see a simpler but similar still--xbehave 20:02, 15 June 2006 (BST)

Necrotic Fever Epidemic

Timestamp: 06:03, 12 June 2006 (BST)
Type: New Zombie Skill, With Associated Changes (incl. New Building!)
Scope: Zombies & Survivors
Description: Please do not auto-dupe simply because this is “yet another�? disease suggestion. I am aware that this bears several similarities to other suggestions, including the peer-reviewed Plague Bite. But not only do I believe that this suggestion is sufficiently different to be original, I think it’s better, more flavorful, and more fun than Plague Bite and its cousins. Judge for yourselves - read first, then vote.
  • Gimme the flava!

A new disease has been popping up on the streets of Malton: Necrotic Fever. It’s caused by bacteria which have evolved in a new habitat: bodies which have been undead for long periods of time. The bacteria are symbiotic; they don’t harm their zombie hosts, but they can infect nearby survivors. The disease isn’t fatal, but it’s extremely contagious and can make survivors vulnerable to brain-munching undead hordes…

  • A New Skill For Zombies

Zombies with at least 10 levels can purchase a new skill, Necrotic Symbiotes. This grants them a new attack, Infected Breath, at a base 10% chance to hit. The Brain Rot skill now gives +10% to this attack thanks to the prolonged and obstinate unlife of these zombies. A successful hit on a survivor inflicts no damage and grants no XP, but the survivor gains a new state tag, Necrotic Fever.

  • Necrotic Fever: Effects and Treatment

A survivor who has a Fever loses 1 HP per action, just as if he had an Infection. If he has Fever and Infection, he still loses only 1 HP per action. The Fever is nonfatal: if an HP loss from Fever would cause the survivor to die, he doesn’t take damage from the Fever (he can still take damage from an Infection).

Fever is cured by the application of antibiotics, found in First Aid Kits. If a survivor has both Fever and an Infection, the FAK only cures the Fever; another FAK must be applied to cure the Infection.

  • Contagion: Spreading The Fever

Any time a survivor does an action in the immediate presence of one or more Fever patients, he has a very small (0.0001% per patient) chance of coming down with the Fever themselves. Thus, a survivor who spends one full day (50 AP) in the presence of ten untreated Fever patients has a cumulative probability of nearly 5% of becoming ill.

This so-called Base Risk is increased or moderated by surrounding conditions which affect the transmissibility of the virus. These are rather intuitive:

Factors Which Increase Contagiousness (ordered from most effective to least)

    • inside a Mall or Stadium
    • in the presence of corpses
    • inside a Dirty Building (Club, Cinema, Railway Station, Junkyard, Hotel)
    • on a Street (or Lane, Avenue, etc.)

Factors Which Decrease Contagiousness

    • the local Sewage Treatment Plant is online (see Other Changes)
    • inside a Hospital
    • in the presence of Doctors
    • inside a powered building
    • inside a Clean Building (School, Museum, Library, Necrotech)
    • in the presence of Diagnosticians (survivors with the Diagnosis skill)
    • you are carrying Beer or Wine (and don‘t have to drink contaminated water)
    • you have Body Building


The exact mathematical effect of each of these factors (or even which ones are plausible to actually implement) is up to Kevan. If you have your own ideas for risk-factors, don't hesitate to suggest them.

  • Other Changes

Unlike Infection, Necrotic Fever dissipates upon death (the tag is discarded). This is because the bacteria is symbiotic with zombies, so it is harmless in corpses. Also, one nondescript building in each five-suburb District becomes a Sewage Treatment Plant. A generator-powered Sewage Treatment Plant is the #1 way to decrease the risk of contagion in the area. Finally, the Surgery skill now detects which players are Infected or Feverish, just as Diagnosis detects HP levels.

  • Purpose Within The Game

Necrotic Fever makes the game more fun for zombies. It increases the attractiveness of Brain Rot, it gives the undead a new way to harm survivors, and it helps veteran zombies “soften up�? a target for younglings. It’s very flavorful - breaking into a mall and just spreading disease everywhere instead of directly attacking survivors is a new potential tactic, and terrorizing harmanz is what being a zambah is all about.

Necrotic Fever presents new, fun challenges to survivors. The “critical mass defense�? strategy is no longer totally invincible, especially if survivors cannot organize an effective response to looming epidemics. Surgery becomes much more attractive, the Doctor class is in higher demand, and two previously useless items (Beer and Wine) find uses. The game “landscape�? becomes more detailed as certain buildings are now Clean or Dirty and affect the risk of disease. Finally, the Sewage Treatment Plants become new battlegrounds between the live and undead forces; controlling and powering them gives the survivors a nice boon.

While Necrotic Fever undeniably gives a new advantage to zombies, it is not overpowered. It is only available to higher-level zombies, it does not do combat damage, it does not grant XP, it does not stack with Infection, and it cannot kill survivors. It weakens them and makes them more vulnerable in the event of a big break-in. If zombies can’t break in, they can’t harm the survivors. Moreover, since Fever is easy to cure, only disorganized defenders are truly at great risk.

  • What More Can I Say? Vote!

Please note: any joke referencing a potential new "Cowbell" item will be struck out with extreme prejudice... ;)

Votes

  1. Author Keep - Necessary but minor nerf to humans? Flavorful? Fun for both sides? I am so there. --Rheingold 06:21, 12 June 2006 (BST).
    • Re: removed, reformatted, resubmitted. Hopefully this time it will not make Wiki Baby Jesus cry. --06:21, 12 June 2006 (BST).
  2. Kill Your idea for a new attack was interesting but anything that makes it possible for someone to harm other people simply by being in the same room as them is a no-go. There's no real way to prevent this. Someone could come in the second you log off and infect you. That's the main problem here, actions are being performed without the spending of Action Points. Same goes for things like disease risks lowering simply by having doctors in the room. Plus every time someone gains an AP the server would have to calculate whether they got sick or not. --Jon Pyre 06:23, 12 June 2006 (BST)
    • Re: I think you may have some misunderstandings about the suggestion. While I'm not suggesting you change your vote, I'd like to correct them for future voters... 1) attempts to infect are an attack that expends AP, just like Infectious Bite; moreover they have a far smaller chance to hit. A zombie cannot infect someone without spending AP. 2) you have a chance of catching the disease only when you spend one or more AP in the presence of a patient, not whenever you gain an AP. Disease risks are bundled with spending an action point in the presence of a patient, just as the chance of a spraycan or book expiring is bundled with every action you expend using it. A survivor cannot infect you while you are logged off, if I correctly understand your concern. 3) the risk of the disease spreading from survivor to survivor is small compared to the threat posed by direct infection from zombies. If 100 survivors and 10 Fever patients are hiding out in a mall, in one full day about 5 more survivors will come down with the disease. --Rheingold 06:37, 12 June 2006 (BST).
    • Re Ah, I see. Still, the doctor thing and others still apply. Plus it's sucky how you target this specifically to oppose malls. Not even in a "this will make grouping in malls dangerous" way but in the fact that you specifically single out malls as placing that cause more contagion. --Jon Pyre 08:00, 12 June 2006 (BST)
  3. Kill - He's still crying. And as I said last time, I don't see this making the game more fun for anyone. --TeksuraTalk 06:25, 12 June 2006 (BST)
  4. Keep - I like it, It is a fine idea, IMHbHO. --ramby T--W! - SGP 07:31, 12 June 2006 (BST)
  5. Keep - I like this idea, it would put more challenge into the game, a fully protected mall can get a bit boring, and remember its not like you are loosing hp when you are away, because you are not using action points, you just may come back infected then have to deal with it. --Cazador 07:49, 12 June 2006 (BST)
  6. Kill - Because it's utterly worthless. This wouldn't do shit. With only 20% to hit, people would rarely get it, and even then, it would never spread. Anyone who did get infected would be cured very quickly. You were right when you said this wasn't overpowered. It is, in fact, absurdly underpowered. --Pinpoint 08:09, 12 June 2006 (BST)
  7. Kill - Way too much effort for way too little payoff. As you've noted, this could be very easily cured - and it would be, especially in the hyperactive healing environment of a mall siege. Also, because this deals no damage, it would place doctors in the position of trying to heal people at full health. Sounds like a recipe for bugs to me. --Jimbo Bob ASSU! 08:14, 12 June 2006 (BST)
  8. Kill - Infection is cured so fast anyways that this would be pretty pointless and underpowered. --Mookiemookie 13:22, 12 June 2006 (BST)
  9. Kill - Good suggestion, and a lot of potential. But It's way to underpowered. 10%? .0001%? New skill at level 10+? If the percentages get higher I'd be happy to vote keep. Ybbor 13:37, 12 June 2006 (BST)
  10. Kill - Percentages are too low and I'm not sure why the fever should stop "working" at 1 hp. Also, I would greatly simplify the lists of things that increase/decrease infection risk. Presence of dead bodies makes sense, presence of doctors not so much. Don't mind the addition of sewer treatment plants -- that could be pretty interesting -- but I'd lose the clean/unclean building distinctions. --Ember MBR 15:19, 12 June 2006 (BST)
  11. Kill - Great! This is great fun, but incredibly underpowered at present. I'd up the base to-hit to 15%, increase the contagious rate to maybe even .01% per patient (can I see the math on how you get 10 patients at .0001% over 50 AP = 5%?). I really like the idea of the fever and this does not give it a passive offense, excellent mechanism linking it to AP spent. I dislike the idea of making people buy brain rot to get full attack per-cent with this, but I wouldn't kill for just that. non-fatality of this is especially nice, keep them alive but save the tasty kill bonus, while giving them a chance to heal. I will enjoy this the next time I defend a mall, it adds a new degree of panic and fun to the game, and isn't that what the game is about? Zombie apocolypse-mayhem-panic, as opposed to para-military groups owning the undead? --Burgan 15:29, 12 June 2006 (BST)
    • Re - let H be your chance of not catching the disease (where 50% = 0.5 etc). Then the chance that you have the disease after expending X action points is 1 -(X^H). For your example, 1 - (0.999^50) is about 5%. --Rheingold 06:13, 13 June 2006 (BST).
  12. Kill - But like other people have said, if this was slightly more powered I'd vote keep.Jonny12 16:58, 12 June 2006 (BST)
  13. Kill - Like it hasn't been said bedore, seriously underpowered. Make it more effective and I'll vote keep. --Nob666 17:44, 12 June 2006 (BST)
  14. Kill I like it a lot, but its just to weak to do anything. And I doubt your ten patients 50 actions leads to 5% chance. Base Chance .0001% X 10 Patients= .001% X50 =.05% So in the end, in the presence of so many infected, you still only have a less than 1% chance of it spreading. That, and the + and -'s to chance need to be changed. Maybe instead of malls being targetted specifically, make large buildings in general be more prone to contagion. Then just get rid of the doctors and those with diagnosis lowering the chance, it doesn't really make sense. They will already by healing like crazy and nerfing the chances of it spreading like that, why give them a second bonus? HamsterNinja 19:43, 12 June 2006 (BST)
    • Re - your math is not correct. Base chance for 10 patients is 0.001 as you state, thus, 0.999 chance of not catching the disease when you take an action. You must successfully "not catch" the disease 50 times, 0.999 ^ 50 = about 0.95, or a 5% chance of being ill at the end of the day. --Rheingold 06:06, 13 June 2006 (BST).
  15. Kill Rather worthless, IMO. Agent Heroic 21:36, 12 June 2006 (BST)
  16. Kill -As others said, underpowered and it appears to be a little too complicated (all those "factors" for adjusting contagion and, I might add, you didn't specify WHAT those factors ARE).--Pesatyel 04:00, 13 June 2006 (BST)
    • Tally - 13 Kill, 3 Keep. General remarks against - too complex, too underpowered. A lot of people said they might change their votes, so I might seriously revise this and resubmit it in a week or so. Good to see it's not a total lost cause --Rheingold 06:13, 13 June 2006 (BST).
  17. Kill - I like the idea, but the percentages are way too low. Make it more powerful and I'll probably vote keep. –Bob Hammero TW!P! 06:15, 15 June 2006 (BST)

Ear Plugs

Dupe of this by 7 dupes votes, including my own. --Brizth mod T W! 13:55, 12 June 2006 (BST)

I don't believe this was a dupe. As I said, this one didn't block normal chatter, a significant difference, I thought. --Pinpoint 19:51, 12 June 2006 (BST)
That is why I posted this idea, although similar the one he linked to blocked normal chat which is normally more relevant than the radio "monkey butt" messages. --Cazador

Ignore Function

Timestamp: 07:31, 12 June 2006 (BST)
Type: Profile addition
Scope: Everyone. Not an earplug dupe.
Description: Profiles would contain a number of tick boxes which allow you to ignore certain gamespam. These would allow you to ignore speach, groans, kills, flares, generator/radio deaths and radiochatter.

Speach, groans and kills (people dying in the room with you) would have the options "ignore all", "ignore unfamiliar(i.e. not on contact list)", and "ignore none(default). Flares, generator kills and radiochatter would have "ignore all" and "ignore none(default)".

  • clarification: Each of these would be handled seperately. You would have a setting for speach, another setting for groans, another setting for kills, etc. So you could (for example) choose to watch all kills, ignore all unfamiliar speach, and ignore all groans, GKs, RKs, flares and radiochatter.

You would not count as being in the top 50 for listening if you would not hear what they said due ignoring. That is, if you were number 29, the 51st most active person would get to hear what was being said instead of you. Ignore unfamiliar for kills would show you both people killed by people on your contact list and people on your contact list being killed.

If any ignored events occured since your last action in you would get the applicable (not timestamped) messages just under "Since your last turn:"

You heard some talking, but didn't pay attention. You heard some noises, but didn't listen. Some people died, but you ignored their plight. The radio chattered a bit, but you didn't care. You saw some flares, but didn't see where they landed.

(no message for GK or RK)

Anyone accessing your profile would be able to tell what game messages you are ignoring.

Votes

  1. Author Keep - Especially for speach and radio.--Gene Splicer
  2. Keep - Good idea. There might be "ignore unfamiliar" for radios, methinks, but with a skill requirement. (Radio Operation derivative skill, say "Broadcast authorisation") --The Fifth Horseman 14:03, 12 June 2006 (BST)
  3. Keep - No reason why not --Mookiemookie 15:08, 12 June 2006 (BST)
  4. Keep - Keepity keep. This idea is fried gold itself. Please, please let this happen. --Ember MBR 15:21, 12 June 2006 (BST)
  5. Keep - Yes, YES, YES!!! --EnForcer32 15:27, 12 June 2006 (BST)
  6. Keep - Good, but you should have preferences for each options, e.g. ignore all flares, ignore non-familiar speech, ignore all generator deaths, ignore no player deaths. Struck out unsigned vote.Xoid 15:39, 12 June 2006 (BST) Whoops, my vote --Burgan 23:08, 12 June 2006 (BST)
    • Re - Added a clarification --Gene Splicer 20:15, 12 June 2006 (BST)
  7. Keep - Very good, I praise you! I feel that the amount of spam when I log on keeps me from seeing the truly important things, like flares, good radio, etc. I just skim right by them, eyes glazed over from all useless comments on the radio. --John the Quicker 16:09, 12 June 2006 (BST)
  8. Keep - Seems cool to me! Jonny12 16:58, 12 June 2006 (BST)
  9. Keep - And I thought earplugs were good enough. EDIT: Forgot to sign vote --Nob666 17:39, 12 June 2006 (BST)
  10. Keep - Yes. Please. –Xoid 18:00, 12 June 2006 (BST)
  11. Keep For this you get a high five and some orange juice. Congradulations. HamsterNinja 19:46, 12 June 2006 (BST)
  12. Keep - badly needed --Gage 20:15, 12 June 2006 (BST)
  13. Keep - I personally wouldn't use it, but it's a good idea. --Otware 20:49, 12 June 2006 (BST)
  14. Keep - Implement. Now. BEFORE there is a Firefox extention and people say dupe because of something that isn't a suggestion!!!. 343 21:55, 12 June 2006 (BST)
  15. Keep - Please, Kevan? Pretty please? --Jimbo Bob ASSU! 21:57, 12 June 2006 (BST)
  16. Keep - It's this or earplugs. --Cazador 01:03, 13 June 2006 (BST)
  17. Keep - Making spam optional = good, even though I'll keep my spam, myself. --McArrowni 02:49, 13 June 2006 (BST)
  18. Keep - Marry me. Now. If you're female, I want you to have my children.....Ahem, seriously, it's a good idea. Cuts down on spam, doesn't require any new items or skills, for both humans and zombies AND relatively simple to boot. --November7 03:30, 13 June 2006 (BST)
  19. Keep - Kill - Unh, I don't know why people a voting Keep, it still creates the spam, but it just doesn't give the information as to what it was. You still get a message if a flare is fired, you still get a message if theres a groan, you still get messages saying that they happened. I don't see how this is helpful. - Jedaz 05:03, 13 June 2006 (BST)
    • Re - Because instead of a whole page of 50 odd messages, you get one message at the top saying "stuff happened". The ignore notification does not appear for every event of that type, it only appears once no matter how many of them happened since your last turn. --Gene Splicer 11:38, 13 June 2006 (BST)
      • Re - Changed to keep. I guess I must have interpreted it differently. - Jedaz 11:54, 13 June 2006 (BST)
  20. Keep - It'd be nice not to have to listen to all that radio crap. Jedaz, I think it just says it once, not over and over and over and over again. --Pinpoint 09:08, 13 June 2006 (BST)
  21. Keep - Sounds fine. –Bob Hammero TW!P! 06:18, 15 June 2006 (BST)

Sense Horde Movement

Timestamp: Boxy 13:38, 12 June 2006 (BST)
Type: Skill
Scope: Zombie
Description: Zombie players who don't meta-game need a skill to help them keep in track of any pseudo-group they may form. I suggest that a better way of allowing them to follow along when the horde moves, without being told the next target, is for them to be able to sense which location most of the zombies from their block have moved to since their last turn.

Similar to Scent Trail, if two (number negotiable) or more zombies that were present last time the player checked in have since moved to another square together, a message appears telling the zombie where the greatest number went, for example...

Since your last turn:
6 zombies from here moved to 6 west, 2 north.
A zombie killed Flameboy. (2 hours 55 minutes ago)
You heard a loud groaning from very close by. (1 hour 40 minutes ago)

It would count the movement of any zombies that were standing, or dead bodies (who had since stood up as a zombie) when you had your last turn.

I think this would be more useful than Scent Death, as it would allow low level zombies to keep up with a group of zombies, once they find one that is successful. Scent Death seems to lead toward large groups, and hard targets, this one would be useful for small/medium groups too, that can target easier buildings.

Votes

  1. Keep: Author's vote --Boxy 13:39, 12 June 2006 (BST)
  2. Kill It'd work except for one thing...zombies aren't hordes, they're individuals. So you wouldn't get neat messages like "5 zombies went 4 north" but "1 zombie went 5s 2nw" + "1 zombie went 8n 1e" + "1 zombie went 4w 1 s", etc. Plus next time you post, post your suggestion at the bottom of the page.--Jon Pyre 13:44, 12 June 2006 (BST)
    • Re No, only the location of the greatest number shows up. If 6 went 6N,2E and 4 went 5S,1W, the message would only tell you that 6 moved to 6N,2E. Sorry about the message position. --Boxy 13:55, 12 June 2006 (BST)
      • Re In that case the game would have to keep track of the position of every zombie that had moved from that position! Because it would have to know exactly how many zombies went to each spot so in case another few zombies moved that way it'd know to bump it up to first! That's a whole lotta info. Plus, next time you re use #*'''Re''', not :Re because that messes up the counting. --Jon Pyre 14:56, 12 June 2006 (BST)
  3. Keep - I like it, it fits well with the game. --ramby T--W! - SGP 14:24, 12 June 2006 (BST)
  4. Kill - It would be a fine idea if we didn't already have feeding groan to facilitate this kind of ad hoc hording. --Ember MBR 15:24, 12 June 2006 (BST)
  5. Kill - Ember nailed it. –Xoid 15:41, 12 June 2006 (BST)
  6. Keep Goodish idea, but make it ONLY work for Undead in Your horde. It would make ferals more likely to join up, and grant them 'extra' ingame info about where easy meals are. --M-Type 15:45, 12 June 2006 (BST)
  7. Kill - As Ember. Follow the groans. --Nob666 17:36, 12 June 2006 (BST)
  8. Keep - With this you could follow a group for longer than with normal feeding groans, and it would happen more 'naturally' than with familiar feeding groans. --Toejam 17:58, 12 June 2006 (BST)
  9. Kill See Ember's vote HamsterNinja 19:48, 12 June 2006 (BST) Edit-Meant to put Kill, don't know why I put Keep up there. HamsterNinja 20:23, 12 June 2006 (BST)
  10. Kill - thats what feeding groans are for! --Gage 20:17, 12 June 2006 (BST)
  11. Kill - Feeding Groan FTW. --Jimbo Bob ASSU! 21:59, 12 June 2006 (BST)
  12. Kill - Seems like a lot of work on the servers to keep track of how far every zombie has moved. On top of that, Feeding Groan. Ytookay 03:20, 13 June 2006 (BST)
  13. Kill - I'd like to see a version of this that only tracks zombies in your same group. So, for example, if you are listed as a member of the RRF, the game would notify you of where the largest group of fellow RRF members have gone. –Bob Hammero TW!P! 06:23, 15 June 2006 (BST)