Suggestions/16th-Jun-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.
Grapling Hook
Spaminated with 1 Dupe, 12 Spam, 3 Kill, 2 Keep, 18 votes total. Consensus was a avowed hatred for ninjas, suggestions that are painfully retarded, and Labine50 in general. –Xoid S•T•FU! 17:11, 16 June 2006 (BST)
:P Cyberbob Talk 18:13, 16 June 2006 (BST)
Lead the Horde
Timestamp: | 00:56, 16 June 2006 (BST) |
Type: | Skill |
Scope: | High-level zombies |
Description: | "A lone zombie, mutated and decayed, shuffles through the crowd, and lets out an inhuman howl that echoes for miles around. The wandering dead begin to shuffle towards the source of the cry, eager to join in the bounty discovered by their new leader..."
Zombie skill, requiring Level 10+ and Brain Rot as prerequisite. After purchasing this skill, the option "Horde" becomes avaliable. When selected, for 10AP all zombies in a 3 X 3 area of blocks gain a Scent Trail-like affect focused on the user. The effect lasts until the user logs out. The Horde effect is overwritten if the same zombie is affected by it again; however, if the call is made by the same person as the previous message while you are active, nothing is displayed. EDIT: Points for voters: this is not a dupe, read the goddamn suggestion. Also this is not a Pied Piper skill: "Whether with humans or zombies, the ability to be carried along in your "sleep" without spending AP (a potential violation of the "Free Lunch" principle) is not worth the potential headaches in abuse and game mechanics." Not only is this incredibly ironic what with the new skill, it does not describe this skill in any way. |
Votes
- Kill -No. Just no. Suggestions like these kill Jonny.--Labine50 MHG|MalTel 00:58, 16 June 2006 (BST)
- Dupe - Something almost exactly like this (word-for-word in some places) was proposed just a couple of days ago. Are people even trying? –Bob Hammero T•W!•P! 01:19, 16 June 2006 (BST)
- Dupe - And it's fucking spelled fucking horde, people. "Hoarde" isn't even a word at all, unless you're writing in some twisted variant of Ye Olde Gifte Shoppe English. --Jimbo Bob ASS•U! 01:31, 16 June 2006 (BST)
- Dupe It's called Feeding Groan. Sonny Corleone WTF 01:57, 16 June 2006 (BST)
- Spam CNR http://wiki.urbandead.com/index.php/Frequently_Suggested#Pied_Piper_Skills Agent Heroic
- Kill - It's a little overpowered. Perhaps you should make it rarer. Like, instead of making it available to Level 10 Zombies with Brain Rot, make it available only to Zombies who can spell "horde." --Rheingold 02:38, 16 June 2006 (BST).
- Keep - This is actually unique guys, this is THE zombie organisation skill we're missing. This actually costs 10 AP and lasts until you log out. It basically states to zombies: There is a high-level zombie ONLINE NOW. More than one of these on your screen means it is time to "ram gang ram", NOW! Very powerful, but it costs a lot. I LOVE this skill. Oh yeah, and CNR, Agent Heroic, where does it say it's pied piper? --McArrowni 03:16, 16 June 2006 (BST)
- Dupe - And next time Proofread and Preview First! - Jedaz 03:40, 16 June 2006 (BST)
- Dupe Been done many times, I'm afraid. --Ron Burgundy 03:56, 16 June 2006 (BST)
- Keep - Dupe voters have been CNR! The "Follow Me" suggestion was for survivors while this suggestion is for zombies. Remember, think, then post. Oh, and this would help zombies organize in real time better, so I like it. --Pinpoint 05:25, 16 June 2006 (BST) Okay, some moron decided to tell me that this was a dupe because the other one transfers over to zombies. It's still not a dupe!! This one is exclusive to zombies, which is a major difference. Again, think, then post. --Pinpoint 14:37, 16 June 2006 (BST)
- Kill - zombies would log on and find 10 different groans telling them what to do! That's what the feeding groan is for! Almost guaranteed food + other zombies. --Gage 05:30, 16 June 2006 (BST)
- Kill - Above voter has not read the fine print. But maybe I'm guilty of the same thing. This seems exactly like a feeding groan except with shorter duration and higher cost (and some other shit too, like you don't have to be around humans, but nothing important.)--Milo 05:48, 16 June 2006 (BST)
- Kill It would never be used, since there would be a lot of griefers over-writing useful follows with their own ones leading to nowhere. HamsterNinja 06:06, 16 June 2006 (BST)
- Dupe - Of above and countless crappy ideas. David Malfisto 08:50, 16 June 2006 (BST)
- Dupe - Use Feeding Groan. --Nob666 11:14, 16 June 2006 (BST)
- Dupe - I smell a copy/paste job! --A Bothan Spy Mod WTF U! 15:15, 16 June 2006 (BST)
- Dupe - Read above. --Swmono talk - W! - SGP 19:12, 16 June 2006 (BST)
- Kill - It's close enough to dupe, but I'm too lazy to get the link out. Ytookay 17:50, 17 June 2006 (BST)
- Dupe - Above Reasons --DJSMITHCDF 02:14, 18 June 2006 (BST)
- Kill - It seems far too much like Feeding Groan, only that this doesn't need the zombie to actually see survivors to use it. Ashnazg 0629, 17 June 2006 (GMT)
- Tally - 7 Kill, 10 Dupe, 1 Spam, 2 Keep, 20 votes in total. –Xoid 06:24, 30 June 2006 (BST)
Bite Mastery
Timestamp: | 05:56, 16 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Prequisite Skill = Neck Lurch
Exp Cost = 100 The zombie has learned how to best attack with its teeth. By focusing on it's prey, a zombie can use bite attacks more effectively and accurately. How it works: By spending AP to focus on its victim, a zombie can increase its bite damage and accuracy. A zombie can only invest a 2 AP limit to charge this skill and can only begin charging the skill in the presence of a survivor. Once charging has begun, any other action other than charging or attacking with a bite will cause the stored AP to be lost. For the first charge, zombie gains +25% and +1 bite damage. The second charge gives an additional +15% and +1 bite damage. For example - A zombie with this skil is in the same block as a survivor. He has maxed attack skills and Bite Mastery. For 1 AP, the zombie focuses on the survivor, gaining +1 bite damage and +25% accuracy. For 1 more AP, the zombie continues to focus, gaining another +1 bite damage and +15% accuracy. After that, the zombie has met its limit and must now do a bite attack or lose the AP it has invested. Seems pretty powerful. Here's the math. Say the zombie has Tangling Grasp in effect. Normally, the zombie has 40% to do 4 damage. At one charge, that becomes 65% to do 5 damage. At two charges, it is now 80% to do 6 damage. BUT, remember that the zombie has invested two AP (one charge, one to attack) or even three AP (two charges, one to attack) to do this. The average damage per AP is almost exactly the same! 1 AP at 40%, 4 damage = 1.6 2 AP at 65%, 5 damage = 1.625 3 AP at 80%, 6 damage = 1.6 Flak jacket reduction applies. I thought of this a couple days ago. Wasn't sure how it would go over, but thought it worth a shot. Hope it makes sense. |
Votes
- Author Keep - As always, open to suggestions for improvements.--DirskoSM 06:09, 16 June 2006 (BST)
- Kill - The problem is that nobody bites anyways, except to cause infection. So it's much more efficient just to bite the normal way, as that will infect sooner, on average. Maybe this would be useful in real time combat?--Milo 06:23, 16 June 2006 (BST)
- Keep - I really like the "charge" idea. I kinda don't think this is the best suggestion, maybe it needs some tweak, but i give you a keep in the fashion of keep the good work, if this gets killed, just try again! --Matthew Fahrenheit 07:13, 16 June 2006 (BST)
Kami-harmi-ha!/Kill - Ok... does my math suck or does his? Because if Flak Jackets apply as normal a 3 AP bite does 4.8 damage. Uh... That's not to mention that after Flak, these attacks a pretty damn pointless. David Malfisto 08:54, 16 June 2006 (BST)- RE - A 3 charged bite does 6 damage at 80%, so (6 x 0.8)/3 = 1.6 Average damage per AP. Against a flak jacketed opponent, it would be 1.33 Average damage per AP which is still a better average than trying to bite without the Tangling Grasp bonus. --DirskoSM 16:02, 16 June 2006 (BST)
- RE So why not use Tangling Grasp? David Malfisto 19:44, 18 June 2006 (BST)
- RE - A 3 charged bite does 6 damage at 80%, so (6 x 0.8)/3 = 1.6 Average damage per AP. Against a flak jacketed opponent, it would be 1.33 Average damage per AP which is still a better average than trying to bite without the Tangling Grasp bonus. --DirskoSM 16:02, 16 June 2006 (BST)
- Kill - I was on the edge of voting keep for this one, because this is one of the better ideas I've seen. The flak jacket reduction makes it pointless though, change it that flak jacket has no effect and I'll vote keep. --Nob666 11:21, 16 June 2006 (BST) Edit: Removed one 'that'
- Kill - What Nob666 said. --HerrStefantheGreat 13:33, 16 June 2006 (BST)
- Kill - The point to AP battery weapons like the shotgun is that you can "charge" them while not in a combat situation, and then unleash the stored power later. Since the zombie can only charge this attack while in combat, its usefulness is limited. As you figured out, it's no more effective than the current bite attack. While it sounds like fun, I think there should be a small boost for the extra AP expended. --Ember MBR 14:35, 16 June 2006 (BST)
- Kill - Its a nice suggestion, but other AP batteries like the pistol have fail rates for search, so the dead zombie should be able to fail to salavate enough to cause more damge. Otherwise, nice. 343 15:02, 16 June 2006 (BST)
- Keep - So only thing it does is makes fighting faster? ANd if enemy happens to have Flak Jacket then it's even worst than normal bite? Hmph... --Niilomaan 15:19, 16 June 2006 (BST) EDIT: I gave it a thought and noticed, that if zombie doesn't have 3 AP's he should use normal attack. If he has 2 AP and grasp he should use second attack. If he doesn't have the grasp it's either 2 or 3 to be used. I didn't bother to check the dmg/AP for those.
- Kill - I don't like the charge idea. Don't understand how it translate flavour-wise... does the zombie just stand there and salivate? Not very zombi-ish. Also, it's complex stuff for no good reason. --McArrowni 22:50, 16 June 2006 (BST)
- RE - Flavor wise I was thinking something feral, the way a predator waits for the right moment to strike at its prey to take it down swiftly. Not so complex really as difficult to properly explain. Most seem to like the concept, just needs a little extra work. --DirskoSM 01:40, 17 June 2006 (BST)
- Keep I like it. It can be just as effective as regular and only serve to increase combat speed. HamsterNinja 06:47, 17 June 2006 (BST)
- Kill - As per Ember. –Bob Hammero T•W!•P! 06:59, 17 June 2006 (BST)
- Tally - 4 Keep, 8 Kill, 12 votes in total. –Xoid 06:24, 30 June 2006 (BST)
Kill Points
Timestamp: | 19:03, 16 June 2006 (EST) |
Type: | Improvement |
Scope: | High Level Characters |
Description: | When you are a high level, you don't have much more fun anymore, like me (96900) so I decided to suggest this system. Kill Point (KP) is gained when you kill a opposite creature. EG, Human kill Zombie and Zombie kill Human. When it's gained, it may be used to buy some skills. Some skills for high levels. When you buy the skill with KP, it will also cost you 500 XP. Anyway, for zombies, it should be after Brain Rot, to prove that these people are high level people.
Skills such as "Instinctive Movement" (Other name suggestions accepted) where when zombies buy this skill, they will get 5% more hit with all the weapons. (This should cost 500XP and 10 KP) Other skills such as " " ( I don't know what to call it but I want it to be something like "Instinctive Weakness Find" or soemthing). This skill will allow you to hit 1 more when you bite. As, if it makes both attacks 1 more, bite will be unbalanced. (This should cost 1000XP and 20KP) This won't be a big factor but it will be something fun because people will try to kill more people and it shows other players that they are good at killing things. There should be human skills such as "Concerntration" ( obviously this is after the Headshot skill). This skill gives 5% more hit rate with ranged weapon. This makes sense because, since you have killed like 10 zombies already and is experienced at it, you know how to hit them. (This skill should cost 500XP and 10KP). Another skill should be "Aim". This skill will increase your shotgun and pistol hit rate by 1. This won't even count if the zombie is wearing a armor. Just means that you know where to shoot zombies to hurt them.... BAD. (This skill should cost 1000XP and 20KP). Lastly, another human skill should be "Double Shoot". Beside the "Attack" button, you should be able to shoot twice ( only with pistols ). This will only cost 1AP but will reduce the hit rate by 5%. This makes sense because in movies, you don't use 1 pistol. People usually use 2 pistol shooting randomly. ( This skill should cost 1250XP and 25KP ). Also, KP cannot be traded. Like, when you have 15 Human KP and you die, you will have 0 Zombie KP (Unless you were zombie before and have killed a human). This will reduce PKing and ZKing. BTW, these skills only work on the opposite creatures. So, a human can't use Aim on another human. But Doubleshoot works on another human. And this gives high level players a goal to achieve. :) |
Votes
- Kill The suggestion template isn't that hard to use, yet I had to fix it for you. Also more methods to gain power isn't needed, there are plenty more roleplaying opportunities than there used to be, so much fun to be had even by maxxed out characters, like mine. --Matthew Stewart 11:43, 16 June 2006 (BST)
- kill - Me no like. Except for your mechanism of getting the upgrades, this is a dupe of countless other suggestions. --Grim s-Mod U! 11:45, 16 June 2006 (BST)
- Kill - Makes long time players too powerful and I doubt there's any need for kill points. --Nob666 12:05, 16 June 2006 (BST)
- Kill - Rare /= balanced. David Malfisto 12:45, 16 June 2006 (BST)
- Kill - I really like the Kill Points idea, as I do think it would encourage players to act "in character." The problem is that maxed double-shot pistol. With the +1 damage and the +5% skill boost offsetting the -5% accuracy penalty, you're looking at an MBR of 2.79. You need to raise the accuracy penalty substantially to bring that down. Higher-damage attacks are typically less efficient overall. Instinctive Movement is useless, try something else in its place. Lot to like here, just needs work. --Ember MBR 14:47, 16 June 2006 (BST)
- Kill - i think like the others --Kcold 17:51, 16 June 2006 (BST)
- Spam - Wow! brain hemoragea... Don't make the pace of the game faster (that is, don't boost attacks), rare does not equal balanced (you know what balanced means, don't you?), don't make newbies look more useless than they already look, and a million of other arguments that were used before. Xp is easier to gain than most people think, especially once you've maxed out the skill tree. It's just a matter of time until more and more people have these skills. --McArrowni 23:01, 16 June 2006 (BST)
- Kill - Hmm.... The Kill points sound like a good idea, and another skill set that needs them sounds good, but XP in addition for that? No. --Lord Evans W! 01:39, 17 June 2006 (BST)
- Keep - It might need a little work, but I like the gist of the idea. It gets a keep. - Nicks 02:24, 17 June 2006 (BST)
- Kill - This would make the highest-level players far too powerful. –Bob Hammero T•W!•P! 07:03, 17 June 2006 (BST)
- Spam - Suggestion poster was caught not thinking. Ytookay 17:50, 17 June 2006 (BST)
- Kill -The description made my head hurt and from what I could get, the idea is odd and complex. KISS. And I say that in the most loving way possible. --Paradox244 21:27, 23 June 2006 (BST)
- Tally - 9 Kill, 2 Spam, 1 Keep, 12 votes in total. –Xoid 06:24, 30 June 2006 (BST)
XP for switching sides
Withdrawn by author. Had some simple and idotic flaws, revised version below. —The preceding unsigned comment was added by Nob666 (talk • contribs) .
- Just a note to anyone interested: the revised version is probably on the 17th's page at the moment. –Xoid S•T•FU! 06:24, 30 June 2006 (BST)
Iron Grip
Will be resubmitted later with big bold writing explaining why it is not a live action skill, and some statistics. --Gene Splicer 15:35, 16 June 2006 (BST)
Unload Clips
Timestamp: | 21:45, 16 June 2006 (BST) |
Type: | Improvement |
Scope: | Humans |
Description: | Humans should be able to unload clips or shells from pistols and shotguns. It only makes sense, seeing as how a lot of people have to drop full pistols to save space in their inventory. There could be a button that says 'Unload' with a dropdown arrow containing all the weapons that can be unloaded. The clip or shell(s) automatically go into your inventory, and then you can drop the weapon. Unloading could cost no AP or 1 AP, depending on the people's reaction here. --Sgt. 20m813 (MPD) 21:45, 16 June 2006 (BST) |
Votes
- Author Keep Nuff Said. --Sgt. 20m813 (MPD) 21:45, 16 June 2006 (BST)
- SPAM - This sucks. It is already stupid to be able to hold like 18 pistols and 8 shotguns at once. Why not restrict the number of pistols and shotguns a person can hold, that way, theres no need to clearing out inventory.--Changchad WTF•W!•SGP 21:54, 16 June 2006 (BST)
Re:' Plus, you can't even get the template to work right.Struck out unsigned Re: –Xoid 06:24, 30 June 2006 (BST)
- I know it's not considered acceptable for non-mods to edit votes or non-authors to make Re:s, but seeing "shotgun" spelt with two us and no os nearly made me stab my eyes out. -- Mettaur
- Kill - If you don't know how to manage your inventory slots, it's not Kevan's responsibility. --Matthew Fahrenheit 22:30, 16 June 2006 (BST)
- Dupe - Pretty close to Redistribute Ammunition. --Ember MBR 22:41, 16 June 2006 (BST)
- Kill Pretty close to that dupe vote, but this isn't as developed. No talk about AP costs or what happens to the unloaded clips; do you get a stack of bullets in your inventory, or partially loaded clips, or what? Suggestions need more specifics. --Burgan 23:03, 16 June 2006 (BST)
- Dupe - And you know what? It's worse. 1 round clips, woot for server load! David Malfisto 23:24, 16 June 2006 (BST)
- Dupe - Too close to redistribute ammo, and no breakthrough to save it--McArrowni 23:57, 16 June 2006 (BST)
- Dupe - Yup. --Ron Burgundy 00:03, 17 June 2006 (BST)
- Dupe Yep *sips drink* HamsterNinja 06:56, 17 June 2006 (BST)
- Dupe - See above. –Bob Hammero T•W!•P! 07:09, 17 June 2006 (BST)
- Dupe - The clone army has arisen! --A Bothan Spy Mod WTF U! 07:15, 17 June 2006 (BST)
- Dupe - You're the king? Well I didn't vote for you… –Xoid 07:28, 17 June 2006 (BST)
- Tally - 1 Keep, 1 Spam, 2 Kills, 8 Dupes, 12 votes in total. –Xoid 06:24, 30 June 2006 (BST)
Ransack Barricading!
Spaminated with 12/16 spam votes. Most voters thought that the suggestion was too soon, and would nerf the recent change. –Bob Hammero Mod•B'crat•T•A 07:12, 17 June 2006 (BST)