Suggestions/16th-Jan-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.
  6. 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.
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Zombie Jesus

3 unopposed spams and away this unfunny suggestion goes! --Drogmir 00:46, 16 Jan 2006 (GMT)

This is not a forum. Keep outside comments away from the suggestion page. --hagnat 01:57, 16 Jan 2006 (GMT)

Flare Gun Suicides

Removed as Spam, 3 spam/ 2 kills/ no keeps --Matthew Stewart 01:39, 16 Jan 2006 (GMT)

This is not a forum. Keep outside comments away from the suggestion page. --hagnat 01:56, 16 Jan 2006 (GMT)

Search Function

Dupe, Three votes and poof. --ShadwDrgn 04:03, 16 Jan 2006 (GMT)

"Make no further comment"


Exhausted Lurch

Timestamp: 03:52, 16 Jan 2006 (GMT)
Type: innate ability
Scope: All Survivors
Description: When I first made a charachter, way back whenever, it was killed off immediately because it got dropped in a highly infected area, and I ran out of AP searching for a place to hide. I can't be the only one to get slightly annoyed when they miscalculate (or the only one to miscalculate) and land infront of a building that would otherwise be a safehouse before passing out. My suggestion is an innate ability that would allow low-level survivors who, say, get dropped in a completely infected area, with one building that has barricades anywhere nearby, and they spend their entire stock of AP finding it, only to pass out and get eaten right infront of it. If a player passes out in front of a building, they're given the "Exhausted Lurch" or "Last Chance" or whatever option to have their charachter exhaustedly scramble over the barricades and pass out on the floor

Votes

  1. Kill -Yuck improper grammer and spelling. The idea on the other hand. It's a good idea but you need to clear it up make it a buyable ability and make it when you immediatly reach 0 in front of a building you CAN enter. This will also kinda ruin the atmosphere of fear cause if you're running away from a zed and just so manage to run out in front of a building well. Drogmir 04:35, 16 Jan 2006 (GMT)
    • RE: YOU'RE ripping on someone for bad grammar?! Jesus Christ!
  2. Kill Atrocious. Truly atrocious. Copy and paste the template next time, and learn about spelling and grammar. As for this suggestion, its their fault. Besides, newbs often are too stupid to seek shelter and sleep on the streets. AllStarZ 04:44, 16 Jan 2006 (GMT)
  3. Kill - New players need to learn how to play the game. If that means getting eaten a couple of times before they find a safe place to sleep,so be it. (It's happened to just about everyone--it's not that awful.) Bentley Foss 05:04, 16 Jan 2006 (GMT)
  4. Kill - Nothing to add but the vote. --Intx13 06:05, 16 Jan 2006 (GMT)
  5. Kill - Creating new charactes because your level 1 newbie got eaten is fun and easy. Rhialto 07:57, 16 Jan 2006 (GMT)
  6. Kill - I vote "Kill", because i don't know what the hell i am reading. Try fixing up your gramatical and mechanical errors first, bub. --Natural Life 08:54, 16 Jan 2006 (GMT)
  7. Kill - Terrible idea. Two options. Wait till the hour or half past markt o relog and spend another AP in the hopes you have not died. Or don't get stuck in that situation. Always have an out, always have a plan. -S Kruger
  8. Kill - I think this is a long and rambling request for newbies to have 51AP, but I'm not sure. --WibbleBRAINS 15:45, 16 Jan 2006 (GMT)
  9. Kill - Plan your hunts. Or if you run out right in front of the building, just wait until the next half-hour AP cycle is complete, and if you're still alive, go on in. --TheTeeHeeMonster 16:01, 16 Jan 2006 (GMT)
  10. Kill - Author's vote: Yeah, sorry, I was a little intoxicated when I posted this. I had the idea, but I had a bit of a problem getting down, y'know? Sorry. I'll be all... Sober, and whatnot, when I post a suggestion next time.
  11. Kill - Dying is part of the game. --Uncle Willy 21:58, 16 Jan 2006 (GMT)
  12. Kill - An author killing his own suggestion he wrote while drunk is reason enough --Vista 11:42, 17 Jan 2006 (GMT)
  13. Kill - No intelligent person would write a suggestion like this while they were sober(no offense to the author).Only Jason Killdare would do that. --Penance 02:31, 24 Jan 2006 (GMT)
  14. :Kill - How are zombies going to go up levles then? --Mr NoName 00:06, 1 Feb 2006 (GMT) - Like his other votes below. Voted after deadline. Velkrin 05:45, 22 May 2006 (BST)
    • Final Tally - 0 Keep, 13 Kill, 0 Spam - 17:30, 23 May 2006 (BST)

Hiding

Timestamp: 04:42, 16 Jan 2006 (GMT)
Type: Innate Ability and a bit of realism?
Scope: Everyone
Description: It always struck me as odd how even in buildings with doors wide open, survivors would be standing in plain view. Anything with a brain would probably try to find some place to hide, wouldn’t they?

Add an innate ability for survivors to hide in buildings. A command such as ‘Find hiding place’ (or a plainer ‘Hide’) will allow survivors to look for places to hide while resting. Hiding spots are not guaranteed, maybe a 20-30% chance of finding one with a cost of 2AP. Heavily barricaded and populated buildings will not allow players to hide in them, or all buildings have a set number of hiding places. Using an action will result in the survivor being revealed.

In order to prevent survivors from being completely immune to zombie attacks while logged out, these hiding places can be found multiple ways. There would be a 20-ish % chance that a hidden survivor will be spotted by a zombie when they enter a building. [i.e. You find someone snoring under a pile of rubble.] Also, add a search command costing 1AP for zombies that allow them to find hidden survivors with a 30-40-ish % success rate. Scent fear, scent blood and scent trail will all raise the chances of finding hiding spots. Maybe each of the skills could be for different uses, such as scent fear spots survivors who recently engaged with a zombie, blood spots those under a certain HP. Or just adding 5-10% for each skill owned.

This suggestion is for beginner survivors who cannot find a safe house to stay the night at, allowing them a larger chance for survival. This shouldn’t be unbalanced, atleast from what I can think of, as zombies can find hidden survivors pretty easily, just not as much.

Votes

  1. Kill -eeerm no. The survirors should be keeping up the barricades and if a zombie does get in everyone should be screaming making everyone wake up if you go for that realism thing. In short not needed Drogmir 04:51, 16 Jan 2006 (GMT)
  2. Keep - I may be disliked for voting keep, but givin the amount of drop of survivor populess and that fact meny of them don't want to be zombies, i will have to say keep, but up the percentages, also scent fear and blood should raise it 5% apiece and have those special effects, meaning a fully healed survivor will have abatter chance of staying hidin then the n00b IMHO, - --ramby 04:56, 16 Jan 2006 (GMT)
  3. Kill - Survivors don't need further defenses against zombie attacks. Barricades are quite sufficient. All this would do is harm new zombies, who'd have a very hard time spotting people inside a newly-cracked-open building. Bentley Foss 05:06, 16 Jan 2006 (GMT)
  4. Kill If you rename this Uber Ninja Camouflage, I will reconsider. AllStarZ 05:14, 16 Jan 2006 (GMT)
  5. Kill Aw, AllStarz... dont lie to the kid --Jak Rhee 05:27, 16 Jan 2006 (GMT)
  6. Kill Every time somebody makes a hiding skill, I kill a kitten. You think I'm kidding, but I have a box of them right here. Please, think of the kittens. --Zaruthustra 06:08, 16 Jan 2006 (GMT)
  7. Kill NOOOOOOOOOOO not a kitten. you bastered....Ok this is a ninja skill a big no no.--RAF Lt.G Deathnut 06:20, 16 Jan 2006 (GMT)
  8. Kill - There are survivors who stand in the middle of the room. They are NPCs. But the player-controlled zombies wisely ignore them, as they have no brains worth eating. Rhialto 07:55, 16 Jan 2006 (GMT)
  9. Kill - This Idea has little merit. If it was time based (I.E. Taking time to find a good hiding place) it would make more sense. It would not be innate, but a civillian skill. Those kittens must pay for their actions. It would make sense that a survivor who has been in the building for a few hours/days would find and establish/claim a spot. Don't make it easy, don't make it a pain in the ass to implement. I hope that they suffer first, I wonder what Nietzche would say if he found out that people who kill kittens are misspelling names that he created. Anyway, in its current incarnation, kill the idea, it is weak and anyone who believes Darwin knows that the weak should be weeded out. --DrJKL 09:21, 16 Jan 2006 (GMT)
  10. Keep - I'd disagree and say that this idea actually has merit. Folks with working brains should be able to find a place to hide without becoming invisible. The Zombies might have to "look" for them (I wouldn't say "search" because that implies thinking) but the skill doesn't make them disapear. This would really help the new folks who don't have free running or construction. They would still be taking huge risks, but at least they have a % chance of making it overnight. - Nicks 14:34, 16 Jan 2006 (GMT)
  11. Kill - Basically a second, invisible barricade for zombies to overcome? No. --WibbleBRAINS 15:49, 16 Jan 2006 (GMT)
  12. Kill- You are not a ninja, and every time Zaruthustra thinks about killing a kitten, I think about killing Zaruthustra. Please, think of Zaruthustra.--Arathen 18:58, 16 Jan 2006 (GMT)
  13. Kill - Aah, a step further towards peer-approved Ninja, Pirate and Samurai classes, and possibly magical pocket-sized dragons that fart through their ears: Uber-Ninja Stealth Camo gets 'Keep' votes! ....Burn. --Bachmaner 19:21, 16 Jan 2006 (GMT)
  14. Kill - Zombies spend enough AP taking down regular barricades, let alone more wen you get in the building. --Uncle Willy 22:00, 16 Jan 2006 (GMT)
  15. Keep --Lord Evans 00:11, 17 Jan 2006 (GMT)
  16. Kill - For the little kittens... --TheTeeHeeMonster 00:18, 17 Jan 2006 (GMT)
  17. Kill - For the little Zaruthustra... --Vista 11:39, 17 Jan 2006 (GMT)
  18. Kill For great justice! Justice for the little kittens! --Volke 17:44, 17 Jan 2006 (GMT)
    Kill -Not that well though out. --Mr NoName 00:07, 1 Feb 2006 (GMT)
    • Final Tally - 3 Keep, 15 Kill, 0 Spam - 17:30, 23 May 2006 (BST)

Zombie Translator

Author Delete I decided i needed to resubmit it with some changes Drogmir 03:28, 17 Jan 2006 (GMT)


Check Availiabilty

Timestamp: 1:16, 16 Jan 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Very simply, add a Check Availiability button when you create a character. It takes a while to find a name that works, why not make it simplier.

Votes

  1. Keep - Can't hurt.--'STER-Talk-Mod 06:27, 16 Jan 2006 (GMT)
  2. Keep - I agree, it can only make things better. --ramby 06:28, 16 Jan 2006 (GMT)
  3. Keep - finally it works I had to literally retype the suggestion so that it would work. the person who posted this needs to read the format template. --RAF Lt.G Deathnut 06:31, 16 Jan 2006 (GMT)
  4. Keep --The Fifth Horseman 15:47, 16 Jan 2006 (GMT)
  5. Keep. --WibbleBRAINS 16:05, 16 Jan 2006 (GMT)
  6. Keep - Sure, why not. --Intx13 16:34, 16 Jan 2006 (GMT)
  7. Keep - Eh, I'd definitely put this on the "low priority" list, but this seems reasonable enough. Bentley Foss 18:16, 16 Jan 2006 (GMT)
  8. Keep - No reason not to. It would have saved me 5 tries when I was a n00b. -- Amazing 18:31, 16 Jan 2006 (GMT)
  9. Keep - Is there any doubt this will go through? On the other hand, it could be a dastardly plot to reap the Keep votes, and change the whole thing into a suggestion for a 'Tapdancing Gypsy Pirate Nun' class right before it leaves the queue.... --Bachmaner 19:31, 16 Jan 2006 (GMT)
  10. Keep - Helps new players. Ahhh, fresh blood. -- Andrew McM 19:55, 16 Jan 2006 (GMT)
  11. Keep - To be honest I only put in Uncle Willy cause a lot of other names were taken. I didnt really want the name i was just frustrated. I dont care about changing it but check availibility would be a nice feature.--Uncle Willy 22:04, 16 Jan 2006 (GMT)
  12. Keep -agree--Kcold 23:06, 16 Jan 2006 (GMT)
  13. Keep I actually chose my name over my usual one: Pickle2o. Hearing "Tickle my dickle, pickle" every day really got on my nerves. --TheTeeHeeMonster 23:30, 16 Jan 2006 (GMT)
  14. Keep --Lord Evans 00:13, 17 Jan 2006 (GMT)
    Keep - You could realy find the one you want. --Mr NoName 00:09, 1 Feb 2006 (GMT)
    • Final Tally - 14 Keep, 0 Kill, 0 Spam - 17:30, 23 May 2006 (BST)

Shotgun Shell to Shotgun Slug

Timestamp: 06:49, 16 Jan 2006 (GMT)
Type: Name Change
Scope: Shotgun Shell
Description: Seeing the suggestions about shotguns actually firing shot (a good idea, imo), why don't we just rename all currently ingame 'shotgun shells' to 'shotgun slugs'? Makes more sense, doesn't affect gameplay as it's a simple name change. Slugs are more an 'all or nothing' deal whereas a shot shell fires a spread of shot.

So, in summation:

What is done - Renames an item.

Good Effects - A bit more realistic, 'slug' is one character shorter than 'shell'.

Bad Effects - Time of implementation. Which kind of applies to every suggestion.

Vote away.

Votes

  1. Kill - Not worth the time spent - --ramby 06:54, 16 Jan 2006 (GMT)
    • Re - I actually wonder how many instances of the phrase 'shotgun shell' exist in the code. Is it simply the assigned name to a single object, or is it some type of counter? If it's the former, then all you need to do is retype the name, which takes all of five seconds. FireballX301 07:01, 16 Jan 2006 (GMT)
      • Re - It is still not worth the time, that is five seconds he could spend sleeping in like he deserves. - --ramby 07:07, 16 Jan 2006 (GMT)
        • Re - Sleeping in? Hell, I'd rather buy him a drink. FireballX301 07:09, 16 Jan 2006 (GMT)
  2. Keep - It would stop the "make shotguns AoE" suggestions. --TheTeeHeeMonster 16:04, 16 Jan 2006 (GMT)
  3. Kill - Everybody knows what a shotgun shell is. Many people don't know that shotguns can be loaded with different types of ammunition. Why confuse things? Besides, it's not like the game is actually distinguishing between shells and slugs, and is just using the wrong word. The shotgun works how it works (and works well). I mean, military pistols can hold more than 6 bullets at a time, yet that's the limit on the pistol. It's just how it is. I just don't think such a change is necessary. --Intx13 16:37, 16 Jan 2006 (GMT)
    • Re - I believe that pistols should be renamed to revolvers also, but meh. The S&W 'Military and Police' issue .38 revolver is still found in modern police armories. FireballX301 18:01, 16 Jan 2006 (GMT)
  4. Keep - You know, I don't know why people insist on voting kill for the sole reason that programming this would be a waste of time. That is not a valid reason to vote kill - please read the guidelines before voting next time. --Reverend Loki 18:04, 16 Jan 2006 (GMT)
  5. Kill - A one-byte difference makes no meaningful difference is you're going to argue on some sort of "saves bandwidth" grounds. Plus, I much like the "pistol clip to magazine" suggestion a few months back, I just don't care. Who ever said we're NOT firing shot? Does it even remotely matter? Bentley Foss 18:19, 16 Jan 2006 (GMT)
  6. Kill - The slug is in the shell.--Uncle Willy 22:06, 16 Jan 2006 (GMT)
    • Re - Then I think it qualifies as a snail. --Zeek 02:29, 17 Jan 2006 (GMT)
  7. Kill - Nonsense. --Daednabru 02:44, 17 Jan 2006 (GMT)
  8. Kill - Learn to live with it.--Vista 11:33, 17 Jan 2006 (GMT)
  9. Kill - It's just not necessary. Anyway, we probably are firing shot (or buckshot, to be precise, as zombies are quite big).--The General 14:07, 22 Jan 2006 (GMT)
  10. Kill - When you think about it they should make a pistol with 8 shots called a glock. change the current pistol into a revolver. Change the shotgun into a sawed off shotgun then created a new auto pump shotgun with slugs! Drogmir 18:33, 22 Jan 2006 (GMT)
    Kill - The reason they kill so bad is that anything hurts humans, and physical damage is what kills zombies. --Mr NoName 00:12, 1 Feb 2006 (GMT)
    • Final Tally - 2 Keep, 8 Kill, 0 Spam - 17:30, 23 May 2006 (BST)

Infectious blood

Author Delete I decided i needed to resubmit it with some changes

  • 14 kills 2 keeps

ericblinsley 07:28, 23 Jan 2006 (GMT)


Zombie speech, Human Speech

Timestamp: 015:20, 16 Jan 2006 (GMT)
Type: speech
Scope: Zombies and Humans
Description: This suggestion would represent a fundimental change to the game. Simply put, I don't think that a reanimated corpse would have the ability to understand human speech and be able to read human writing.

At the same time, I also believe that zombies, like any other simple creature would be able to talk to each other with out the harmans understanding them.

As for the Human side of this suggestion: Zombies would only hear gibberish when in the same room as a speaking Human. Example: "A Human spoke gibberish." or "A Survivor has written strange symbols on the wall before you." This would give the survivors a little bit of an advantage, being able to direct operations without Zombies being able to simply read the details. This of course would do nothing to stop Zombie spies who would simply relay the messages back anyways, but I believe it adds a taste of realism.

Now the Zombies also would benifit from this. Just like dogs or any other creature, Zeds could speak to each other with out the dirty Harmans understanding. They would be able to speak full sentences, just like humans, but a survivor in the room would simply hear: "Ghaarr! Ghrrr Mhr? Garrrr Ahhhh!" It would be unreconisable to human ears. This would give the Zeds a chance to organize in the game, the same way surviviors do. Speaking of course would still cost 1 AP.

The last peice to this suggestion, would be a new skill for Zombies that would allow them to understand Harman speech. Under the Zombie skill tree "Memories of Life" would be the skill "Understanding Human Speech" this would allow Zeds to start to understand the gibberish, but not completely. It would translate a sentance, but skip every fourth word. For example: "20 Zeds outside of the P.D. 50+ nearby vicinity, and the hospital is overrun!" would become: "20 Zeds outside .. the P.D. 50+ ...... vicinity, and the ........ is overrun!" This would give the Zombies a little bit of the puzzle, but not the whole thing (This should be fun in itself, just trying to decifer the messages!)

There would be no Human skill that translate Zombie speech, until we can understand dogs and cats, we cant understand Zombies either!

Votes

  1. KEEP - Author vote DarthMortis 15:50, 16 Jan 2006
  2. Kill - No. Sometimes it is useful for zeds to communicate with humans (i.e. telling where a revive point is). If you want to organize without harmans knowing, use AIM or something. --Mikm 16:13, 16 Jan 2006 (GMT)
    • RE - THat is what the "Wiki" is for! DarthMortis 17:15, 16 Jan 2206
  3. KEEP - i like it! spetznaz21 18:50, 16 Jan 2006
  4. Kill - If you're gonna talk about your groups plans with a zombie present without killing it and dumping the body first, you deserve to have your tactics discovered. And besides, where's the fun if I can't tell harmanz to grab mah bananaz?--McDave 16:26, 16 Jan 2006 (GMT)
  5. Kill - Same reason as the Zombie Translator. Flavor of the game. Also, the poor zombies would miss out on so many funny things. --Martin Odum 16:33, 16 Jan 2006 (GMT)
  6. Kill - I have to agree with Martinodum and McDave. Besides, it's tons of fun to trap an invading zombie inside a mall and taunt him for a while :) --Intx13 16:42, 16 Jan 2006 (GMT)
  7. Kill - I agree with Marti and McDave --Jak Rhee 17:08, 16 Jan 2006 (GMT)
  8. Kill - I've toyed around with this myself, but my main concern was always with the revive points. --TheTeeHeeMonster 17:17, 16 Jan 2006 (GMT)
  9. kill - if humans cant understand why should zombies understand humans? --RAF Lt.G Deathnut 17:24, 16 Jan 2006 (GMT)
    • RE - They can only partially understand them, and after getting a new skill. Also they used to be a human, where a Zombie is something entirely different! DarthMortis 17:15, 16 Jan 2006
  10. KILL -You lost me at "Zombie Speech, Human Speech" but "This suggestion would represent a fundimental change to the game." really sealed the coffin shut, pounded in the few last nails, lowered it in the grave and threw a bunch of dirt on top. --Matthew Stewart 17:28, 16 Jan 2006 (GMT)
  11. Kill - Graaaaah and such! Velkrin 17:46, 16 Jan 2006 (GMT)
  12. Kill - No, I'm sorry. I like things the way they are. Also, don't harm the newbies. A lot of them rely on those spraypainted "revive at X,X" messages to get back to their human form. Plus, it's a game. I don't want to waste my time trying to decode meaningless chatter. Bentley Foss 18:25, 16 Jan 2006 (GMT)
  13. Kill - Death Rattle? Revive Points? Laughing at the humans as they reveal their grand master plan to the zombies? Hello?!--Arathen 19:11, 16 Jan 2006 (GMT)
  14. Kill Dogs don't talk. Zombies aren't animals in a Disney cartoon. At the same time, they aren't their own species with their own language. This isn't Warcraft either and the zombies are not orcs. --Jon Pyre 19:46, 16 Jan 2006 (GMT)
  15. Kill This suggestion is sentenced to die a horrible death smothered underneath burning napalm. AllStarZ 21:54, 16 Jan 2006 (GMT)
  16. Kill - This hurts revive points.--Uncle Willy 22:13, 16 Jan 2006 (GMT)
  17. Kill - it a good idea in some point but yes we are not in warcraft lol--Kcold 23:08, 16 Jan 2006 (GMT)
  18. Kill - When zombies that were previously want to get revived they have to find the revive points if they were moved and if they can not read it then how will they know where to stand? --TheBigT 23:36, 16 Jan 2006 (GMT)
  19. Kill -groan already helps to let the coordination of zombies be as effective as it needs to be. sorry I don't like my zombies able to discuss 18th century poetry in the game.--Vista 11:18, 17 Jan 2006 (GMT)
  20. Kill - In this state it's a kill, previous arguments are enough, though it has something in it, zombies should understand eachother easily so if your a zombie and try to speak with death rattle something like: "Hello and welcome" other zombies would just see it as that and humans would see it as the 'decoded' rattle n_n but the rest, no, zombies should just be able to understand English - Nine 14:33, 17 Jan 2006 (GMT)
    Kill - Na I like what I got. --Mr NoName 00:15, 1 Feb 2006 (GMT)
    • Final Tally - 2 Keep, 18 Kill, 0 Spam - 17:30, 23 May 2006 (BST)

BRIAN PEPPARZ!!!

Spaminated And for the love of God, if you post that picture again... --TheTeeHeeMonster 20:13, 16 Jan 2006 (GMT)

"Make no further comment"

Variable AP for Searches

Dupe of Peer reviewed Suggestions --Mikm 21:14, 16 Jan 2006 (GMT)

  • Re - Hey um, you have to wait until you have 3 dupes, and even then you still have to say that there were 3 dupes when you remove it. --Poodge 03:16, 17 Jan 2006 (GMT)
    • Look at the history. There were 3 dupe votes (4, even as I didn't add mine). --Mikm 03:43, 17 Jan 2006 (GMT)