Suggestions/14th-Jul-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.
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Scent Death Interface Alteration

Timestamp: 14:33, 14 July 2006 (BST)
Type: Skill Improvement
Scope: Zombies
Description: That the "Scent Death" button to be changed to a "Scent" button with a dropdown menu. This would make it considerably easier to add new "Scent" options to the game, as each skill would just add a new option to the dropdown instead of cluttering the screen with superfluous buttons. The Scent button would become available as soon as you gained a skill that required it.
  • Note: I originally bundled this with a scent skill, but have withdrawn it for reworking. Felt I should put this up on its own so that people could vote on it without having to vote on the accompanied skill(s) --Gene Splicer 17:25, 14 July 2006 (BST)

Votes

  1. Keep - There is nothing wrong with this, but we'll need some good scent suggestions to populate it with. This doesn't need to be implemented until more scents are, obviously. --Burgan 14:50, 14 July 2006 (BST)
  2. Keep - Nice, Simple, I like it. --Canuhearmenow 14:59, 14 July 2006 (BST)
  3. Keep - Hopefully, Kevan will realise it's not a good idea to implement this until we actually have a good scent suggestion that he feels like implementing along with it. He's a smart bloke, I doubt he'll not figure that out, so why not give this a preemptive keep? –Xoid 15:25, 14 July 2006 (BST)
  4. Keep - All this good suggestions about zombies make me want to create a zombie alt :P --Abi79 AB 15:31, 14 July 2006 (BST)
  5. Keep - Nice. This should be implemented right after zombies get another scent skill. --Nob666 15:50, 14 July 2006 (BST)
  6. Spam - this doesn't actually suggest anything... --Sig.PNGtalk 17:01, 14 July 2006 (BST)
  7. Keep - Almost voted kill since this wouldn't do anything now, but if and when another scent skill with a button comes up, yes, great idea. --Rgon 17:21, 14 July 2006 (BST)
  8. Keep - Well, sure. --Ember MBR 18:28, 14 July 2006 (BST)
  9. Keep - It wouldn't make much sense to put this in until more sent skills are added, but if/when that happens, definitely a keeper. --Desperado 18:38, 14 July 2006 (BST)
  10. Keep - Makes sense and convienent. --Paradox244 18:42, 14 July 2006 (BST)
  11. Keep - Me likey. --Swmono talk - W! - P! - SGP 19:21, 14 July 2006 (BST)
  12. Keep - Abso-freaking-lutely. –Bob Hammero ModTP! 19:40, 14 July 2006 (BST)
  13. Keep - It suggests an interface change so as to be more effective for zombies, Gage. --Karlsbad 19:53, 14 July 2006 (BST)
  14. Keep -I like it.--Grigori 20:29, 14 July 2006 (BST)
  15. Keep - Like Xoid usually says: a no brainer. --Matthew Fahrenheit YRC | T | W! 22:42, 14 July 2006 (BST)
  16. Keep - Much better Splicer, just what I wanted to see, thank you. --Kiltric 23:11, 14 July 2006 (BST)
  17. Keep - I was going to abuse spam until I saw Xoid's vote. That's some smart thinking. - David Malfisto 23:33, 14 July 2006 (BST)
  18. Dupe Of my suggestion I wrote a few weeks ago! It's the one where I suggested that Scent Death allow people to smell for Death/Rot/Horde/Undead or Ruin. That used a drop-down menu and as an added bonus actually said what would be on the drop down menu! --Jon Pyre 00:10, 15 July 2006 (BST)
    • Note: Invalid vote; uncited Dupe vote. --Karlsbad 05:07, 15 July 2006 (BST)
  19. Keep - To save some space. --Niilomaan 15:41, 16 July 2006 (BST)
  20. Author Keep - >.> --Gene Splicer 22:10, 17 July 2006 (BST)
  21. Keep - Not that this vote's going to make much difference... Nice idea --Adrian 18:32, 26 July 2006 (BST)
  22. Keep - Zombies have a future too. --Max Grivas JG,T,P! 19:05, 26 July 2006 (BST)

Death Rattle change

this suggestion was found to be a duplicate of a previous peer reviewed suggestion--Sig.PNGtalk 05:59, 15 July 2006 (BST)


Lie In Wait...

Timestamp: 17:20, 14 July 2006 (BST)
Type: New Zombie skill
Scope: Zombies & Survivors
Description: Feign Death is a new 100xp non-crossover zombie skill under Memories of Life. Your zombie has learned that harmanz are less likely to be hostile towards dead bodies, and he/she has figured out how to imitate (not well, mind you!) the behavior & appearance of a corpse.

ZOMG SOOO OVERPOWERED SPAMITY SPAM!!!!!! says you. But wait!

The first catch is, you can only Feign Death in environments with suitable debris or cover: outdoors or in ransacked buildings only.

In these environments, a new button comes up, "Feign Death" which is a 3 AP action. When you click it, your zombie immediately lies down, gains the Feigning Death status tag, and from now on appears to be a corpse.

STILL CRAAAZILY OVERPOWERED!!!! says you. But wait!

The second catch is that the subterfuge is... really not that good. In fact it's quite poor. To be honest, zombies are not that great at psychology.

The trick immediately goes away (i.e. you lose the Feigning Death status tag and become a normal zombie again) when any survivor enters your location. Humans may be witless rabbits but they do know that dead bodies aren't supposed to drool...

The trick also immediately goes away when you perform any action. In both cases there is no standing up cost as you are not really dead.





Why Is This Suggestion An Amazingly Good Idea? It's mostly a way for very organized groups of zombies (strike sqads etc.) to try to sneak into and infiltrate harman areas before all standing up and yelling "BARHAH!" or "BANANANANA!" or something similarly intimidating. The point is, while lying in wait, the square the zombie is in will appear to be empty to players in neighboring squares... They can quite easily dispel the illusion by visiting your square and exposing you (no AP cost, even), but that requires humans to actually step outdoors once in a while...

Thus the suggestion is mainly intended to give advanced metagaming zombies a new tactic, and to encourage humans to actually gather intel instead of staying inside all the time.

Votes

  1. Author Keep kind of a niche skill, but zombies-feigning-death is a staple in genre movies. And the first time this would be used effectively (i.e. sneak attack with 70-80 undead all converging on a mall from hiding places 3-4 blocks away) would be very cool... Rheingold 17:24, 14 July 2006 (BST)
  2. Keep - Mostly for the second limitation, since it adds a new and interesting dimension of play, especially when dealing with the larger groups, although still maintaining a good deal of usefulness to the non-metagaming populace. --Rgon 17:31, 14 July 2006 (BST)
  3. Keep - It's hardly overpowered, and zombies feigning death is a staple of zombie invasions. Besides, zombies can always use SOMETHING to spice them up. --Saithis 17:35, 14 July 2006 (BST)
  4. Kill-Decrease the AP pleantly to 1 and this will turn into a Keep. This may also be used in order to stay alive and avoid trenchcoaters, thereby saving 9 AP that can be used for a raid. EDIT: Or use Ember's suggestion of keeping a zombie hidden to all other Humans who discover them. That would be good too.--ShadowScope 18:06, 14 July 2006 (BST)
  5. Keep - Useful for small sieges, not for Mall sieges, which is what every harman is afraid of. Sonny Corleone WTF 18:26, 14 July 2006 (BST)
  6. Keep - When the survivor steps into the square, are the zombies there exposed for everyone on adjacent squares to see? Or does moving out of the square make them look like bodies again? (I'd prefer the latter; more useful and probably easier to code.) The 3 AP cost makes it something of a gamble... it could save you a couple AP from headshot, or you could still get headshot and be out 8 AP total. I like that. --Ember MBR 18:34, 14 July 2006 (BST)
  7. Keep - Shakily though... what does does this do to the average joe just looking around for a nice easy kill?--Rozozag 18:38, 14 July 2006 (BST)
  8. Kill- Answer Ember's questions, and I'll change it to keep. Other than that, good idea. --Desperado 18:47, 14 July 2006 (BST)
  9. Keep - I like it, and like it has been said, it ain't overpowered. - HerrStefantheGreat 18:48, 14 July 2006 (BST)
  10. Keep - very good idea. sticks with the roleplaying aspect of the game, and perhaps a small amount of gaming fear for the survivors. - jonathan logan 18:52, 14 July 2006 (BST)
  11. Kill -Does it cost to stand up, or is that included in the "3 AP" cost to use the skill? How does this work with Scent Death and NecroNet Access? What about OTHER zombies (which, I guess, would relate to Scent Death)? Would THEY know the difference? I'd think, if they did, it might screw up this limited ambush idea (dead survivor notes 50 zombies "feigning death" at a certain location, gets revived and alerts people or, worse perhaps, trips the ambush). This is actually the best "feign death/play dead" suggestions I've seen. I just need some clarification (as with Ember's questions) to get a Keep.--Pesatyel 19:09, 14 July 2006 (BST)
  12. Keep - great i like that new ways of playing --Kcold 19:42, 14 July 2006 (BST)
  13. Kill - So insanely underpowered as to be useless. –Bob Hammero ModTP! 19:47, 14 July 2006 (BST)
  14. Kill - I think survivors walk around enough already to make this too fragile to be useful, and I don't like skills that would only be useful for metagamers. --Toejam 19:50, 14 July 2006 (BST)
  15. Keep - I would propose that of the 3 AP cost, 2 AP are spent hiding, and 1 AP is spent standing up, as this will save you 1 AP if discovered, and makes a bit more sense. Necronet was not mentioned, but should not be affected; if it is I'll kill. And I believe scent death already works for corpses, so there is no reason for that to change either. I actually prefer that once they are discovered the are revealed till they hide again, but either of Ember's options are acceptable to me. --Burgan 19:54, 14 July 2006 (BST)
  16. Kill Good idea but needs improvement; What Pestyel & John Ember say. --Karlsbad 19:58, 14 July 2006 (BST)
  17. Keep - Normally I would kill, but this actually looks good. I think that Rheingold has finally come up with a hiding suggestion that works. Bravo. A couple questions though. Does a lieing zombie still keep a building from being un ransacked? Can it be dumped like other bodies? Also, this should not be implimented until humans get some buffs to counter the recent zombie buffs that have turned suburbs like Dunell Hills into unlivable wastelands. But overall, a good idea. --Paradox244 19:59, 14 July 2006 (BST)
  18. Keep -I like this idea, but I also have a few questions. What's the point of hiding in a ransacked building if the first time a survivor enters he'll see you? I propose that a search should be required to find the zombies in ransacked buildings, or be discovered when the human tries to repair the damage.--Grigori 20:39, 14 July 2006 (BST)
    • Re I will probably resubmit this tomorrow with the following changes as per Ember and others: 1) reduce cost to two AP. 2) can only feign death outdoors. 3) zombies are only temporarily revealed (i.e. while you are in the same square). 4) zombies can be permanently revealed (to neighboring squares, etc.) by landing a hit on them with a weapon or DNA extractor (zombies don't like being poked!). 5) clarify that there is no "standing up" cost. 6) clarify that this does not affect Necronet. 7) clarify that zombies are not fooled if they have Scent Death (pretty low priority for survivors buying zombie skills, I'd say). In the meantime, I invite comments on how I can further improve this suggestion. I'm glad that at least it wasn't autospammed... ;) Rheingold 21:11, 14 July 2006 (BST)
      • Re Sounds bang on, but two questions: First, if survivor A is standing in the square the zombie is hiding in, and survivor B is standing in an adjacent square, can survivor B see the zombies? Secondly, if a whole mob if feigning death, do you have to hit them all to permanently reveal them all (not that it would necessarily be a bad thing, just clarify)? --Desperado 23:11, 14 July 2006 (BST)
  19. Keep - I like it... --Kiltric 23:33, 14 July 2006 (BST)
  20. Kill - I like the changes you say you'll make. That'd make it a fair idea. I'll still vote kill on principle. Hiding = bad. David Malfisto 23:37, 14 July 2006 (BST)
  21. Kill - My zombies say OMFG YES, my survivors say WTFG NO. This would utterly squish newbie exp gain. --Gene Splicer 00:01, 15 July 2006 (BST)
    • Re Are you sure? I don't see any reason for zombies to hide in a zombie-held suburb (what's the point) or in a heavily conflicted suburb (they'd be discovered very quickly). This is more for groups of zombies that want to sneak into heavy survivor territory without being noticed. I don't think this suggestion would appreciably decrease the number of zombies available to be shot at. Rheingold 01:40, 15 July 2006 (BST)
  22. Kill I don't like the idea of zombies hiding. --Jon Pyre 00:13, 15 July 2006 (BST)
    • Re - Well there's a difference between this and the general idea of "zombie hiding" suggestions. The zombies are visible and targetable the moment you enter their square. What this suggestion actually does is make it so you can't see a death-feigning zombie from 2 blocks away. Not that huge a disadvantage if there are plenty of zombies about, irrelevant if there are no zombies about. Rheingold 01:40, 15 July 2006 (BST)
  23. Kill - So if a zombie sneaks into a building and pretends to be dead he appears to be a corpse. So can someone come up and hit the "dump body outside button" and what happens if someone tries to repair building damage? Does it come up with you must clear all zombies out of the building? How do we do that if we can't see them? Youronlyfriend 05:38, 15 July 2006 (BST)
  24. Keep - The guy above me did not read the suggestion, like many others. I think you should resubmit with changes, but this one is good until then. -- 343 U! 06:56, 15 July 2006 (BST)
  25. Kill - I don't like it for previously stated reasons and more. --Raystanwick 10:13, 15 July 2006 (BST)
  26. Keep - It's a staple of zombie movies, after all. Jenny D'ArcT MPS 19:37, 15 July 2006 (BST)
  27. Keep - Yeah.. Anything that hurts those damn humie... Erm.. Harmans. --Niilomaan 14:49, 16 July 2006 (BST)
  28. Keep - This is a really great idea. -- LeChuckBR
  29. Keep - Rather undecided... but it seems balanced enough --Adrian 18:35, 26 July 2006 (BST)
  30. Keep - First hide that is easy to wipe off. Nice. --Max Grivas JG,T,P! 19:09, 26 July 2006 (BST)
  31. Keep- We need to see some more zed skills in this game. lt Potter16:42, 27 July 2006 (BST)

Fanatical Defence

Timestamp: 18:59, 14 July 2006 (BST)
Type: Civilian Skill
Scope: Survivors
Description: A survivor with this skill gains a 5% bonus to their hit chance against zombies (not other survivors) while standing inside of a church. Inside cathedrals, this bonus increases to 10% and the survivor gains 1 bonus damage. As before, the cathedral bonus only applies against zombies.

Other Points: Most people say that religion is a topic that should not be applied to this game. However, I must remind people that religion is a topic already in the game thanks to the use of churches, cathedrals and crucifixes. This is not some divine power, this is strength granted by desperation and faith. It's a well-known fact that religion has been a powerful motivator throughout the ages, and it's not unfeasible at all that a person would fight harder to protect something important to them. Cathedrals are useless at this point in the game. Malls are useful, why shouldn't Cathedrals be somewhat useful?

Votes

  1. Kill - I just don't like it. Damage bonuses for being at a particluar building are just not a good idea. - HerrStefantheGreat 19:04, 14 July 2006 (BST)
  2. Spam - No. Sonny Corleone WTF 19:08, 14 July 2006 (BST)
  3. Kill - I like the basic idea (strength from faith), but I think this needs some major discussion first. --Desperado 19:09, 14 July 2006 (BST)
  4. Kill I agree with Desperado. I like that it makes use of buildings other than the Mall/NT (which is VERY much what the game needs). Maybe require a crucifix be in the person's inventory? It seems to me there should be SOME additional requirement (in addition to the crucifix) for this to take effect. I know that sounds like it is asking a lot, but it seems to me that a person that would warrant such bonuses wouldn't just the average person on the street, whether religious or not.--Pesatyel 19:16, 14 July 2006 (BST)
  5. Kill - It's intriguing. I like Pesatyel's crucifix requirement. Add that in and I'll keep. --Ember MBR 19:26, 14 July 2006 (BST)
  6. Kill - as HerrStefantheGreat --Kcold 19:44, 14 July 2006 (BST)
  7. Kill-Add in the crucifx requriement and let the skill crossover to zombies. Zombies believe in religion too (See BabyZombieJesus), and they should therefore get a 5% bonus too, if they have the crucifix.--ShadowScope 19:58, 14 July 2006 (BST)
  8. Spam - Strong dislike. I see no reason for this, and it is out of game flavour. Want to give a fanatical fireman bonus to hit at a firestation, and a veteran cop bonus to hit at a PD? --Burgan 20:02, 14 July 2006 (BST)
  9. Kill - Leave religion out of it. –Bob Hammero ModTP! 20:05, 14 July 2006 (BST)
  10. Spam - Leave religion out of it --Mookiemookie 20:12, 14 July 2006 (BST)
  11. Kill - Not in the game flavour, really. Burgan stated it pretty well. --Rgon 20:37, 14 July 2006 (BST)
  12. Kill - Why don't we just convert some buildings to mosques and temples and add items for different religions? Nah, crucifixes are enough in-game religion. --Nob666 20:47, 14 July 2006 (BST)
  13. Kill survivors roleplay their attachment to certain buildings (MalTel, Friends of the Featherstone Library etc.). They don't need an ingame boost. Rheingold 21:15, 14 July 2006 (BST)
  14. Spam - Why religion? WHY?! I mean, if this is implemented Maltonians should have bonus in Phone Masts if they have cellphones, in NTs if they have DNA extractors, in Arms and Pubs if they have beer, in Power Plants if they have portable generators, in Auto Repairs if they have fuel... --Matthew Fahrenheit YRC | T | W! 22:40, 14 July 2006 (BST)
    • Re If they have the appropriate skill I don't see why not. I know some people who'd go Fanatical Defense over their cell phone or booze. In any event, this definitely needs to be hauled over to the talk page before it's ready to be voted on. --Desperado 23:22, 14 July 2006 (BST)
  15. Kill - I agree with Burgan. --BrainsYummy 22:46, 14 July 2006 (BST)
  16. Spam - useful for RP, sure, but I don't expect some divine revelation of faith to save me, I expect a loaded shotgun to finish the job. --Kiltric 23:36, 14 July 2006 (BST)
  17. Spam - But here comes white horseman/ Defender of God / Exposing to everyone his powerful rod. Arbitary bonuses are bad. My main is an alcoholic cop/zombie. Does he get a bonus defending beer dropping locations? David Malfisto 23:39, 14 July 2006 (BST)
  18. Kill - churches should be useless, just like in real life!--Sig.PNGtalk 05:56, 15 July 2006 (BST)
  19. Spam - SEVENTH Spam vote. Please remove this soon. -- 343 U! 07:00, 15 July 2006 (BST)
  20. Kill - You need 2/3 of the votes to be spam for it to be removed. Anyway, as to the suggestion, interesting idea, but just like real life, you'd have groups going all religious just to get the advantages of the church, so kill. -- Boxy talk 08:26, 15 July 2006 (BST)
  21. Kill - Just no. I mean I wouldn't get fanatical if our town's church would be attacked by zombies. (Well not because of the chuch anyway..) --Niilomaan 15:41, 16 July 2006 (BST)
  22. Keep - Its something psicological, not somethign "uber-religous" so its realistic enough...--Adrian 18:38, 26 July 2006 (BST)

Ravenous Hunger

Timestamp: 19:54, 14 July 2006 (BST)
Type: Zombie Skill
Scope: Improves Bite
Description: Requires the Vigour Mortis skill. Ravenous Hunger adds 1 point of damage to the zombie's bite attacks as the undead tear at flesh with extra viciousness. According to my calculations, this would by itself increase Teeth DPA to 1.0, and with Neck Lurch it would grant zombies a DPA of 1.5, on par with a Rend Flesh/Death Grip claw DPA of 1.5. However, this does not count the fact that claws get bonuses from Tangling Grasp.

Votes

  1. Kill Bites are an "effect" weapon, such as with Digestion and Infection, while Claws are "killing" weapons. Suggest new effects rather than un-needed number shifting. --Karlsbad 20:01, 14 July 2006 (BST)
  2. Kill - They are not equal because bite gives infection and digestion. Also, check out MBR for info on attacks. --Burgan 20:04, 14 July 2006 (BST)
  3. Kill - As Burgan. –Bob Hammero ModTP! 20:06, 14 July 2006 (BST)
  4. Kill - Burgan said it --Mookiemookie 20:13, 14 July 2006 (BST)
  5. Kill - I don't think it is needed, and nothing in this suggestion makes me question that belief. Nice try. --Desperado 20:34, 14 July 2006 (BST)
  6. Kill - Bite does less damage per AP due to Infection and Digestion. It's a nice balance. --Rgon 20:38, 14 July 2006 (BST)
  7. Kill - As Rgon. --Nob666 20:48, 14 July 2006 (BST)
  8. Kill - As Nob666. --Matthew Fahrenheit YRC | T | W! 22:37, 14 July 2006 (BST)
  9. Kill As Matthewfarenheit --McArrowni 23:21, 14 July 2006 (BST)
  10. Kill - as all above --Kiltric 23:40, 14 July 2006 (BST)
  11. Kill - As "this is a stupid, unneeded and fequently suggested idea that not only sucks but isn't even complete". Effected by Flak Jackets? - David Malfisto 23:41, 14 July 2006 (BST)
  12. Spam - Don't nerf newbies, or encourage ZKing, these are the only people it effects, because everyone who has ever been a harman for more then a week probably has a Flak Jacket. Infact, every character I have ever had, has one. -- 343 U! 07:04, 15 July 2006 (BST)
  13. Kill - Bites are fine. --Max Grivas JG,T,P! 19:14, 26 July 2006 (BST)

Disorientating Venom

This suggestion has been removed by its author for rewritting. -- Krazy Monkey W! 21:42, 14 July 2006 (BST)


Disorientating Venom: Version 2.0

Removed by author for another revivsion. All commments will be taken into account. -- Krazy Monkey W! 15:14, 15 July 2006 (BST)


Loppin' Off Heads

Removed by author for rethinking. --BrainsYummy 22:55, 14 July 2006 (BST)