Suggestions/12th-May-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.
VOTING ENDS: 26th-May-2006
Buckshot (Revised)
This suggestion has been Spaminated with 7 spams, 1 kill, and 1 author keep --CPQD 04:13, 12 May 2006 (BST)
Dropping (revision 6)
This suggestion has been spaminated with 7 Spam Votes, 1 Kill Vote and 1 Keep Vote. – Nubis NWO 04:38, 12 May 2006 (BST)
Parasitic Tentacle
This suggestion has been spaminated with 9 Spam Votes, 3 Kill Votes and an author keep. – Nubis NWO 04:58, 12 May 2006 (BST)
- For future reference, if your suggestion mixes hentai and zombies, it's probably going to be spammed, regardless of its actual quality. When it calls for an auto-defense, as well, it's certain to be spammed.--Wifey 21:53, 12 May 2006 (BST)
Portable Siren
- Withdrawn by author after the blindingly obvious truth that, whilst it was a good idea, there would be spam pages half a mile long. As Vista noted, it would need a failsafe to prevent this. Don D Crummitt 11:52, 12 May 2006 (BST)
Engineering skill
Timestamp: | 15:30, 12 May 2006 (BST) |
Type: | Skill |
Scope: | Human players |
Description: | The basic idea is, that the player has some knowledge in engineering, and thus has some technical know how. This would mean that:
Now, the factory working would mean, they could produce what the factory used to do before the outbreak. Be it bullets or cheap Crucifix trinkets. To operate machinery, you must be in a non-ransacked (never been or ransacked but fixed) factory with a running generator. Then, by a button (operate the machines, etc) you will use, say 5 AP (again, debatable) to create one piece of what ever the factory used to produce (again, this can be any item in the game save few specific). Every factory would have only one specific object it can create, thus, if the factory used to produce crucifix trinkets, you can just move along to a new factory and set it up to try create bullets or something). Now, this may sound a bit overpowering to the human players, but remember, it can be anything, and knowing that factories with lights will quite probaly contain someone trying to make himself a few bottles of beer, the zombies have the advantage of picking buildings used for this. And meanwhile, the humans will get a good source of bullets, flak jackets, spraycans, flare guns and crucifix trinkets. This won't disturb the balance, in my view (as it will also drain a good amount of AP too), and the extra barrication, I think it's nice to reward people who have played the game for long, and contributed. All in all, I think this would be a nice idea. I read the old suggestions, and I don't recall really seeing any similars (except the architecture skill ages ago, but this is two-parted) Anyway, if this doesn't go trough, I will probably post the improved barricading with added goodies later. |
Votes
- Keep - My suggestion, my right to vote for it. --William Raker 15:30, 12 May 2006 (BST)
- Spam - Chance of barricading 2 levels for one ap? thats a free action, and Spam. It would also mess up barricades. The do not need a buff. One could actually argue that they need the opposite. Also, manufacturing suggestions have been made before, and all shot down in flames. One could easily argue this is a dupe of two suggestions mashed into one small package. --Grim s-Mod 15:42, 12 May 2006 (BST)
- Kill - would help survivors too much, even if its only 10% or the time, were already getting the city back bit by bit lets not speed the process up. o and zombies contribute to the game too--xbehave 15:45, 12 May 2006 (BST)
SpamKill - no -Banana-\(o_-o)/-Bear 15:57, 12 May 2006 (BST)- Note - You must justify your votes.--The General W! Mod 20:53, 12 May 2006 (BST)
- Kill -
One, it's a greifer skill, and two, I don't think that small change in Survivor/Zombie numbers the other day was because of luck, it happened just after the improved search chances. So in short, this is just a big mess - Jedaz 15:58, 12 May 2006 (BST)Oh, miss read it, but still a kill from me because I don't like the idea of manufacturing stuff (and I know about syringes) - Jedaz 16:20, 12 May 2006 (BST) - Kill - Net effect is everyone gets this skill and it's a city-wide barricade boost. --John Ember 16:16, 12 May 2006 (BST)
- Spam - SSS. Pretty much what Grim said. (I feel a little guilty voting Spam these days what with all the debate over them :P) --Cyberbob240CDF - Arb - W! 16:18, 12 May 2006 (BST)
- Spam - I agree with Grim, and think he should be president, too, but that's irrelevant to this discussion. Hidden free actions = bad. --Timid Dan 16:36, 12 May 2006 (BST)
- Kill - Having an action be more effective is not an extra action. But I don't see any reason for barricade construction to be more effective with no downside to the builder. I might be interested in an easier-barricading idea that adds strategy (for example, if you could find barricading materials at the cost of having to maintain an additional type of resource building). And combining it in one skill with a manufacturing ability doesn't seem like a good idea. --Dan 18:19, 12 May 2006 (BST)
- Kill - Barricades are more than fine. And please don't post your "improved barricading with added goodies" later. Barricades are balanced enough as is. EDIT: And for the record I hate when people compare their manufacturing suggestions to manufacturing syringes. I knew that was a slippery damn slope as soon as that change was implemented. --Mookiemookie 18:25, 12 May 2006 (BST)
- Spam - If it ain't broken then don't fix it. Nothing is wrong with barricading and searching for weapons. Sonny Corleone 18:47, 12 May 2006 (BST)
- Spam - Barricades are the most unfun thing for zombie players, and it's nearly balanced, so there is no reason to overpower them. Manufacturing weapons is also unnecessary and unbalancing. --ism MotA - R'sR 19:22, 12 May 2006 (BST)
- Spam - Not a bright idea, not in the least. –Xoid Talk U! 19:26, 12 May 2006 (BST)
Keep - Nice... Since i am a Human supporter (But for zeds....)Alas, poor Yorick, I knew him well. Sign your vote. --Undeadinator 21:01, 12 May 2006 (BST)- Kill - You know why. Those french fries were mine. --Undeadinator 21:01, 12 May 2006 (BST)
- kill - I really, really wanted to vote keep on this but I can't. Sorry... Mattiator 22:04, 12 May 2006 (BST)
- Kill - And if you want input on your suggestions, post it on discussion not here. David Malfisto 22:31, 12 May 2006 (BST)
- Spam -- Spam is mostly for the barricade buff, which is totally baroquen. But even with just the manufacturing, it'd probably still be a kill without significantly more work. furtim 02:19, 13 May 2006 (BST)
Stats:zombie AP usage
Timestamp: | 16:01, 12 May 2006 (BST) |
Type: | Stats page change |
Scope: | People who want to knows whats going on |
Description: | a new stat on the stats page that is the total number of AP used by zombies (maybe humans too) why?well because as a person who follows the stats Traker page i would like to know how much zombies are actually doing out there. The zombie population in malton is just under 50% (more that 50% if you count dead bodies too) but in the corner of malton i live in, the zombies arnt doing much. this statistic would be the easiest way to get a feal for how many zombies are eating brains and not just standing in a revive que.
i think this would be the easiest way to get a statistic on zombie activity, because the number of active zombies includes anybody whos logged in the last 5 days to see if hes been revived yet and more complicated methods such as counting the number of attacks performed by zombies would be harder to track, and probably harder to understand. |
Votes
- Kill - Sorry, but no dice. It's not needed and will add un-nessacary server load which I know is a bad reason to kill but basicaly I can't argue anything for ingame because it doens't affect in game actions... - Jedaz 16:07, 12 May 2006 (BST)
- Kill - Totally useless. --Cyberbob240CDF - Arb - W! 16:18, 12 May 2006 (BST)
- Keep - every bit of info helps--xbehave 16:39, 12 May 2006 (BST)
- Spam - Half-formed idea. No time constraints, "maybes" and optional items lead me to believe that even the author doesn't really know what they're submitting. Top it all off with the idea being effectively useless. --Timid Dan 17:15, 12 May 2006 (BST)
- Keep - It would make the stats more informative, allowing more accurate assessment of current game balance. PS Timid Dan, were you trying to respond to the Engineering suggestion instead of this one? --Dan 18:21, 12 May 2006 (BST)
- Notice - Nope. He said "maybe" in reference to humans, also talked about possibly tracking other aspects, but didn't outline the details. --Timid Dan 19:06, 12 May 2006 (BST)
- Kill - I don't see this as being a relevant statistic to take the time to measure or track--Mookiemookie 18:28, 12 May 2006 (BST)
- Kill - I'd like to know these stats, and the more stats, the better, but the intent of settling the debate of how many "active" zombies there are cannot be achieved this way. We'll get a better idea of how many pure Mrh? Cows there are, but how do we factor in the ZKers and players who play as a zombie to gain XP but return to the revive point at the end of turns? It's a pure guessing game and always will be. --ism MotA - R'sR 19:36, 12 May 2006 (BST)
- Kill - about as usefull to know as number of dropped items. To many tracked stats don't help.--Vista W! 21:18, 12 May 2006 (BST)
- Spam - You're awfully fuzzy and unspecific. That automatically calls for spam, as I don't know exactly what I'm voting for. Please resubmit. Or not. "Not" is entirely acceptable.--Wifey 21:56, 12 May 2006 (BST)--RedZeko 22:23, 12 May 2006 (BST)
- Keep - Can't hurt anything.--Theblackgecko 22:28, 12 May 2006 (BST)
- Keep - Meh, better stats I guess. --McArrowni 23:22, 12 May 2006 (BST)
- Kill - I normally vote keep for all stats as I believe more information is better, but I have to agree with Timid Dan in that it isn't well thought out, or you are not conveying what it is that you exactly want. --Steel Hammer 23:41, 12 May 2006 (BST)
- Kill - Rivals completed calls for uselessness. Velkrin 01:06, 13 May 2006 (BST)
- Kill Time spent implementing it could be used for implementing a better suggestion --DJSMITH 15:16, 17 May 2006 (BST)
- Keep - I just like numbers. Why not display the chaos in a rational manner. --Spraycan Willy MalTel 01:43, 19 May 2006 (BST)
Scan Known Bodies
Timestamp: | 17:29, 12 May 2006 (BST) |
Type: | Extractor improvement |
Scope: | Survivors with NecroTech Employment |
Description: | Ever come across one of your friends on the ground and wondered if they were revivifying or just dead? Do you duck into a nearby safehouse and wait to check on them later just in case they need a syringe? There's no way to know.
I propose that it be made possible to scan known bodies with the DNA Extractor. If you have a person on your contact list and come across her body on the ground, you can select the player's name from the Extractor pulldown. Perform the scan and you get something like the following message: Traces of revivification formula detected. if the body is revivifying. Otherwise, the message will be Body status is normal. and you'll know that your friend needs to stand up so you can stick her with a syringe. No XP is granted for this procedure. Note that anonymous bodies cannot be scanned. |
Votes
- Keep - I know it's a very small change, but there have been plenty of times where I wished I could have picked up this info from the body instead of trying to catch the person online. Seems reasonable that an NT extractor could pick up on NT formula residue. --John Ember 17:29, 12 May 2006 (BST)
- Keep - That sounds like a good small change. John the Quicker 17:53, 12 May 2006 (BST)
- Keep
Ok, Siddant answered the question. Abstain, pending question - Question: don't people show up as survivor on their profile as soon as they're revived? If so, this ability is useless, just a way to waste an AP.The "re" has it: it's to distinguish bodies that haven't stood up pet from ones that have been revived. --Dan 18:23, 12 May 2006 (BST) - Kill - Unnecessary. When a person is revived, his profile shows "Civilian/Military/Scientist"; but if he is a zombie, it shows "Zombie" --wcil 18:29, 12 May 2006 (BST)
- Re - This is not the case. I just killed an alt character who was on my contacts list. He still shows as a human, both on my Contacts page and upon accessing his profile. The change from human to zombie or zombie to human only registers after you stand up, which doesn't address the issue. --John Ember 20:23, 12 May 2006 (BST)
Kill - What wcil/siddhant saidKeep - Since what wcil said was wrong. --Mookiemookie 18:29, 12 May 2006 (BST)- Keep - What wcil-siddhant said...WAS WRONG! lol guys am i rite? --Undeadinator 21:03, 12 May 2006 (BST)
- Keep - Corpses show whichever class they were killed as, not what they're going to become. Therefore, people other than the player can't tell until they stand up. -Wyn (talk!) 21:30, 12 May 2006 (BST)
- Keep - Sure, why not. --Timid Dan 22:15, 12 May 2006 (BST)
- Keep - I would have voted kill if not for the "You don't get exp for doing this." Brilliant! Mattiator 22:29, 12 May 2006 (BST)
- Keep - Minor tweak, cannot see any reason to object.--Theblackgecko 22:31, 12 May 2006 (BST)
- Keep Bling bling! By which I mean, good idea. David Malfisto 22:33, 12 May 2006 (BST)
- Keep - One of the best Ideas I've seen in a while. Good Show. --Steel Hammer 23:43, 12 May 2006 (BST)
- Abstain - Can you revive you corpse comrades? If not, I vote kill. 343 00:35, 13 May 2006 (BST)
- Keep - Good extra bit of info. You may not be able to revive the guy if he isn't reviving already, but at least you know to stock up and come back looking later. --McArrowni 00:40, 13 May 2006 (BST)
- Keep - Every bit of info helps. --ThunderJoe 00:48, 13 May 2006 (BST)
- Keep -- Can't imagine when I'd use this, really, but why not? Seems sensible enough. furtim 02:22, 13 May 2006 (BST)
- Kill If the person needs a revive, when they log in, it will say that ??? killed you. If you are being revived, it will say ??? Revivified you with a Revivification Syringe. No need for this Suggestion--DJSMITH 15:20, 17 May 2006 (BST)
- Keep DJSMITH, did you even read the suggestion? It'a for OTHER people to know. Tokakeke 03:48, 22 May 2006 (BST)
Slight Infection Change
Timestamp: | 17:56, 12 May 2006 (BST) |
Type: | Balance Change |
Scope: | Infected Survivors |
Description: | OK, this is a very small change to the way Infection cures work.
Basically what I am proposing is that when a First Aid Kit is used to cure Infection the infected survivor's HP is not restored.
|
Votes
- Kill - It makes the infecting bite the equivalent of a 14-damage attack: the four damage you do with the bite, plus the ten virtual damage that the FAK would have healed. Infectious bite doesn't need such a big boost. --Dan 18:29, 12 May 2006 (BST)
- Kill - But it's equivilant to a 9-damage attack. or 19 damage attack. Or... nevermind, I don't like the idea. --Timid Dan 19:09, 12 May 2006 (BST)
- Kill - To overpowered. I suggest two things. One, make this another skill under infectous bite, so that the upgrade isn't free. Two, make it so the FAK healing is reduced by five instead of done away with altogether. That way, if the player has first aid, it will still heal five hit points. If you make those changes and re-submit, I will vote keep. --Rozozag 19:10, 12 May 2006 (BST)
- Keep - Infection is mostly useless at the moment because it takes less AP to find a FAK than it does to infect someone. In order for it to be worthwhile it has to take more AP to heal an infection than it does to inflict one. --Sindai 19:58, 12 May 2006 (BST)
- Keep - Infection should be slightly dangerous, not just annoying. --John Ember 20:38, 12 May 2006 (BST)
Kill - i died of an infection - they are dangerous. --21:02, 12 May 2006 (BST)A little bit of me dies when you don't sign your votes. --Undeadinator 21:05, 12 May 2006 (BST)- Kill - But, for what it's worth, actually a lot better than the other ones I've seen in this vein. --Undeadinator 21:05, 12 May 2006 (BST)
- Kill -Everybody that talk about infection as it is the purpose of bite instead of a side-effect of it. Mechanically speaking that is absolute nonsense. it's just some various added damage to it.--Vista W! 21:14, 12 May 2006 (BST)
- kill - There is a problem with infections being too easy to cure, but this isn't the solution. Nice Try. Mattiator 22:28, 12 May 2006 (BST)
- Kill - Because unlike shotguns, bites are fine (says the Zombie). David Malfisto 22:35, 12 May 2006 (BST)
- Kill - I don't like this idea --Steel Hammer 23:45, 12 May 2006 (BST)
- Kill - Mattiator called it. --ThunderJoe 00:49, 13 May 2006 (BST)
- Keep - I was wondering if someone was gonna suggest this. Either infection needs a boost or it is "perfect" (and based on all the kills it is apparently "perfect"). This is the easiest way to give it a boost without going into bizarre mechanics or anything weird. Besides, people infrequently die of infection normally.--Pesatyel 03:24, 13 May 2006 (BST)
- Kill Time spent implementing is better spent --DJSMITH 15:23, 17 May 2006 (BST)
- Keep Not overpowered at all, because a human can be infected only once. And takes nearly no effort at all to implement. This is exactly the solution to infections being currently meaningless. In case anyone is interested, I suggested this on the UD forum, where it was discussed in depth: http://zombies.desensitised.net/board/index.php?topic=7820.0 Brazzy 15:27, 23 May 2006 (BST)
Double Stats
Timestamp: | 19:28, 12 May 2006 (BST) |
Type: | Minor Change |
Scope: | Everyone |
Description: | I suggest that all the statisitc numbers for health and damge be doubled. All this means is that base HP would be 100. HP with body building would be 120. Pistol damage would be 10. Infection damage would be 2. FAK healing would be 10 without first aid and 20 without. You get the idea. By itself, this suggestion would not affect gameplay or balance whatsoever, since everything would equal out to the same fractions.This may seem pointless, but it's not. The point of this is to make furture suggestions more flexable. Perhaps, for example, someone wanted to suggest and infection that is more powerful, but doubling it's power is to much. Well, with this change in place, the infection could be made to deal 3 damage (formerly 1.5, which would be impossible). I think, maybe a plausable knife upgrade might be made possible with this suggestion too. It could be made to deal five damage, which would currently be 2.5. There are any number of ways this suggestions might be useful in the future, if it's carried out, even though it effectively does nothing right now.
Note: for clairification, things like AP and EXP would not be affected. |
Votes
- Keep - Author vote. --Rozozag 19:28, 12 May 2006 (BST)
- Keep - It's not like it's essential, but it does make things more flexible...obviously the note about XP and AP is important. I'd suggest bolding it, because people tend to not read the whole suggestion. EDIT:Wait, hold up a minute. Doubling damage would double XP gain as well--unless you set it to only give you half as much XP and you deal damage, in which case you run into problems with these odd numbers the new system would be useful for. So you'd have to make skills cost 200, or 150 or 300 depending on class. And double the amount of banked XP everyone has stored. This may not be as simple and easy as it seemed.--'STER-Talk-Mod 19:35, 12 May 2006 (BST)
- Re- Done.--Rozozag 20:07, 12 May 2006 (BST)
- Keep - I like this It makes it feel like your doing more damage and it does help with flexiblity good suggestion - Deadeye207 19:50, 12 May 2006 (BST)
- Keep - Me likes. -- Buncy T GBP 20:08, 12 May 2006 (BST)
- Keep - It strikes me as slightly pointless, yet I like it... --HerrStefantheGreat 20:20, 12 May 2006 (BST)
- Kill - Bigger numbers does not a better game make. - CthulhuFhtagn 20:27, 12 May 2006 (BST)
- Re: - Uh, like I said, the point of this suggestion is more flexibility, not to be able to say "Oh look, I do twice as much damage now!" --Rozozag 21:51, 12 May 2006 (BST)
- Keep - Good for flexibility. --Swmono talk - W! - SGP 20:30, 12 May 2006 (BST)
- Keep - This strikes me as a relatively easy to implement change that would have the unintended side effect of drawing more people in. "What?", I hear you say… most roleplaying games and similiar that I've played have had max HPs increase every level, or they use 100 as max HPS. Even something this minor may be enough to make newbies feel more at ease with UD. The higher flexibility with damage values for future suggestions is just icing on the cake. –Xoid Talk U! 20:32, 12 May 2006 (BST)
- Keep - open possibilities for small changes that would be impossible at today sistem, like the half plus damage for the knife. But i believe that EXP must be doubled too, only AP not. --hagnat mod 20:42, 12 May 2006 (BST)
- Keep - One of the first ideas I've liked in a long time. Sonny Corleone 20:49, 12 May 2006 (BST)
Kill - Uhh.... I don't like the idea at all. Well...Unsigned vote struck through. (striked? stricken?)--'STER-Talk-Mod 21:00, 12 May 2006 (BST)- Keep - Nice idea. I like it. Definetly the best one today --Krazy Monkey 20:59, 12 May 2006 (BST)
- Keep - It's a fairly major mechanic change, which I generally disapprove of...and I haven't done the math on how this would affect flak jacket damage, if at all. But greater flexibility is always a good thing, so I'll give this a cautious <3. --Undeadinator 21:08, 12 May 2006 (BST)
- Keep - I really expected to spam this, but although I'm not overly fond of the idea, it would work.--Vista W! 21:11, 12 May 2006 (BST)
- Kill - I like the idea, and would vote keep, except for one major problem: experience is gained based on damage done. In order to keep EXP at its current level, that means that experience from damage done would have to be halved, and that becomes an ordeal when you have a weapon that does an odd number of damage. In order to make this work, EXP gained and EXP spent would have to double as well. --Jack Brandenburg 16:21, 12 May 2006 (EDT)
- Re: - Well, that problem could be very easily fixed. I'm sure Kevan wouldn't allow this suggestion to mean XP is twice as easy to get. Right now, XP is rounded down when cut in half though PKing. I'm sure if this was implemented, it wouldn't be a problem --Rozozag 21:51, 12 May 2006 (BST)
- Kill - Unless by 'EXP would not be affected', you mean to double the EXP requirement to level, too. But then that brings up the question, if that's what you meant by 'EXP would not be affected', what did you mean by 'AP will not be affected'? -Wyn (talk!) 21:27, 12 May 2006 (BST) Double-damage means double-XP. If you double all stats, you have to double the EXP requirement to level, or make it so that you get half as much experience from the damage. Thus, 'affecting EXP'. And if that's 'not affecting EXP', then I'm concerned for AP. -Wyn (talk!) 21:57, 12 May 2006 (BST)
- Re:- Uhhh, I don't even know what you're trying to ask. Could you try rephrasing that? --Rozozag 21:51, 12 May 2006 (BST)
- Spam - For two reasons: 1) CthulhuFhtagn hit this on the head dead on. There really isn't a point to this. It just seems incredibly stupid. Yes, I read the wholething. Yes, I read through the votes and replies. 2) You changed it. I don't care that you only added a note of clarification. You changed it once, you may change it again. I vote "spam" when someone changes their submission.--Wifey 22:01, 12 May 2006 (BST)
- NOTE clarification of a point has been especially allowed as long as it doesn't alter the content, this did not. if content is changed it is removed from the page. The part of your vote conserning that is not a valid reason according to the voting guidelines..--Vista W! 22:09, 12 May 2006 (BST)
- Re: Uhhh, actually, if you look at the history, that "Note for clairification" was in the very first edit. I put it there because I predicted that someone would ask that. Call me phsycic. --Rozozag 22:12, 12 May 2006 (BST)
- Keep - I like it. I think it could work. --ramby T--W! - SGP 22:03, 12 May 2006 (BST)
- SPAM Please no! Mattiator 22:07, 12 May 2006 (BST)
- Re: May I ask why? --Rozozag 22:12, 12 May 2006 (BST)
- Keep - More precise balancing of future changes is a good thing. The fact that it can be intentionally misinterpreted to affect XP is no reason to kill it. Anything can be intentionally misinterpreted if you try hard enough. --Dan 22:15, 12 May 2006 (BST)
- Keep - What Mattiator said. (yes, I voted KEEP). --Timid Dan 22:18, 12 May 2006 (BST)
- Keep -Considering it was my idea in the first place. Oh well, I guess I should thank you for putting it up since I was to lazy to. --RedZeko 22:20, 12 May 2006 (BST)
- Keep - I like it too. I also like the idea of doing 20 damage with a shotgun. Very satisfying. -Biscuit 22:41, 12 May 2006 (BST)
- Kill I'm not happy with 3-digit numbers for health. It would take more space inside survivor-filled buildings--Cah51o 23:18, 12 May 2006 (BST)
- Kill - I Even with your explaination I really don't see a reason for this. --Steel Hammer 23:48, 12 May 2006 (BST)
- Keep Gives a much broader range for further suggestions. --Cerebrus13 23:54, 12 May 2006 (BST)
- Keep - I like the suggestion, but if you double the HP and Damage, I think you should double the amount of XP it takes to get skills. Since you get double everything else from this tweak. --ThunderJoe 00:52, 13 May 2006 (BST)
- Tally - 19 Keep, 7 Kill, 2 Spam, 1 Invalid Vote, 29 total--Rozozag 01:49, 13 May 2006 (BST)
- Keep - I like the idea, it allows future expansion. --TheBigT 19:13, 13 May 2006 (BST)
- Kill Unnecessarily complicated. Simply doubling everything is null and silly. Changing things in case we want to change things later is just jumping the gun.--Ky 00:38, 15 May 2006 (BST)
- Re: - Umm, actually, no, it's not. I've seen many suggestions, and thought of many suggestions in the past that would have benfitted for this. Whenever I make a suggestion, it's because I saw a need/complaint and filled. Thankfully, I still have the 2/3 requirement for peer reveiwed despite your lack of vision. Thank god for that. --Rozozag 19:25, 15 May 2006 (BST)
- Kill Everything is doubled? so? --DJSMITH 15:25, 17 May 2006 (BST)
- Re - Soooooo, it makes things more flexable! If you're going to argue against that, fine, but don't just say "so?". I've already explained why it's helpful, and so have many many other voters. It's there on the page several times. If you want to tell me why that's not the case, then go ahead, but don't vote if you're not going to pay attention. Thanks, by the way, for offsetting this good idea's chance for peer reveiwed with your uneducated one and a half sentence vote by the way. I really appriciate it. --Rozozag 18:22, 20 May 2006 (BST)
- Kill - This is a major change, not a minor one, and effects much more then you may first realize. XP from tasks like reading books and tagging would be effectively halved unless you also propose to half the XP gained from damage. But of course then the fractions may begin to resurface... think the future 'knife upgrade at 5 damage' through to the XP gained. Future suggestions do not need a game change for greater granularity and flexibility, they need rational forethought and judicious wisdom from the suggesters. -- Raystanwick 23:40, 21 May 2006 (BST)
- Re - How many @%&@! times do I need to explain that EXP isn't going to be a #%@#)% problem?! God damn. --Rozozag 00:55, 22 May 2006 (BST)
- Keep - I wasn't going to vote on this suggestion, since I was on the fence about it, but people have been voting kill for some very, very stupid reasons. The author convinced me to vote keep to help him out. --Warren Phage 22:23, 22 May 2006 (BST)
- Tally - 21 Keep, 10 Kill, 1 Invalid Vote, 32 total --Rozozag 23:52, 22 May 2006 (BST)
- Keep - This would make it much easier to fiddle damage numbers for weapons for things and stuff --Gene Splicer
Fire Zombies (yet another Rework)
Thanks John. I'll fix that sometime soon! For now, withdrawn. Mattiator
- Moved the chatter to the discussion page. Velkrin 01:03, 13 May 2006 (BST)
I've Seen the Light!
Timestamp: | 22:22, 12 May 2006 (BST) |
Type: | Visibility change |
Scope: | Players outdoors |
Description: | Players outdoors would be able to tell whether the lights are on in adjacent buildings, by a difference in the color of the background or border of the squares. |
Votes
- Author DUPE -
This will make it easier for GKing zombies to find and destroy the generators: see, I don't just post things that benefit survivors. Anyway, it makes sense that you would be able to. --Dan 22:22, 12 May 2006 (BST)Dang, it is a dupe. Sorry about that. --Dan 20:29, 13 May 2006 (BST) killKeep!does it apply to zombies? I need to know before I vote keep.Thanks Vista for clearing that up. Mattiator 22:32, 12 May 2006 (BST)- Keep - Only reason I'm voting keep is because this would go very well with the Day Time/Night Time suggestion that was already approved. -- Tirion529 22:29, 12 May 2006 (BST)
- Keep - Mheh, why not? players: thats both survivors and zombies, Mattiator.--Vista W! 22:31, 12 May 2006 (BST)
- Keep - Mattiator, pretty sure that's the intent. It would be great if this could be done through a little lightbulb icon in a corner of the square, though some sort of "glowing" border would be fine too. I've really come to rely on the square colors to tell me whether I'm free running into a building or jumping out into open air, so I'd rather not change that. It would be good for zombies to be able to see powered status from a block away. --John Ember 22:31, 12 May 2006 (BST)
- Keep - I would think it would. Zombies can see too you know. --ramby T--W! - SGP 22:39, 12 May 2006 (BST)
KillDupe -If you want to know where the Generators are you are going to have to search for them. At this point we can pretty much assume that all of the windows have been painted black to keep the zeds from peering in the windows (kind of like all the fences have been cut), so you are not going to "see the light".Dupe of this Suggestion that has already passed Peer Review. The only real difference is one wants a color change and the one accepted wants the name of the square displayed in Bold --Steel Hammer 23:53, 12 May 2006 (BST)- Keep - Although Steel Hammer makes a good point about Steel Hammer not knowing shit about the game he's voting on. --Undeadinator 0 0:01, 13 May 2006 (BST)
- Keep - It's a good idea, and it's logical. --ThunderJoe 00:54, 13 May 2006 (BST)
- Keep - Mah zambah bah: "har har har!" --McArrowni 01:56, 13 May 2006 (BST)
- Kill -- This is just one of those things, like barricade level, that we simply aren't meant to know without actually shuffling over to check. furtim 02:25, 13 May 2006 (BST)
- Kill - I need to know if this is good for inside buildings and outside buildings before I could approve this. --Karlsbad 09:19, 13 May 2006 (BST)
- Re - "Players outdoors". You would have to be outdoors to see the lights of adjacent buildings. --Dan 14:24, 13 May 2006 (BST)
- Keep - This would help monitor fuel consumption Soooo Much I almost wet myself. --Spraycan Willy MalTel 01:55, 19 May 2006 (BST)
Crate of Stuff (Reworked)
Maybe not... Withdrawn by author. Mattiator 23:22, 12 May 2006 (BST)
Paid User Quick AP Recover
Spaminated, very fast. 7 of 8 and one author keep.--'STER-Talk-Mod 00:51, 13 May 2006 (BST)
- Horde vote FTW--Mpaturet 01:04, 13 May 2006 (BST)
- Aw, I was going to vote a just-plain-kill vote. It wasn't a keeper, but I don't think it was spam. --Dan 01:14, 13 May 2006 (BST)