Suggestions/16th-Mar-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.
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Human 'Sentry Duty' Skill

This suggestion has been Spaminated, with 13 Spams, 5 kills, and one Author Keep. --Grim s 05:29, 16 March 2006 (GMT)


Higher chance of new zombies spawing in Hordes

Timestamp: 01:35, 16 March 2006 (GMT)
Type: improvement
Scope: all new zombies
Description: When I first started playing urbandead I played as a zombie but I got killed my first day which turned me off for a while. It was becuase I started in a place with tons of humans. I suggest that new zombies have a higher chance of spawing in a horde of zombies rather than all alone only to die and quit playing. This does not mean that newbie zombies will ONLY spawn in hordes but that there is more of a chance of them spawing in one (a horde being a gruop of 10 or more). I see no problem with this idea as it encourages humans to find hordes and fight and it also will help zombie numbers greatly. tell me what you think I think a 20% more chance for newbie zombies to spawn in a horde is good. Note This is only for when you first sign up to urbandead NOT when you have died.

Votes

  1. Keep- Author vote. also I think (as I said before) that this will help zombies which helps humans becuase we need more zombies to hunt :)-Deadeye207 01:35, 16 March 2006 (GMT)
    • Edit Also something messed up with the wiki when I submitted this I dont know how to fix it if some one could with out calling me a dumbass that would be great Iam still kinda new to the wiki.
  2. Keep - Might get some more players to start playing as zombies --Private Chineselegolas RAF 01:42, 16 March 2006 (GMT)
    • Re thanks for the fix and the keep-Deadeye207 01:46, 16 March 2006 (GMT)
  3. Keep - Helps new players. I like it. --mikm W! 02:16, 16 March 2006 (GMT)
  4. Keep - I wonder how this would look in the code, but as a game mechanic it's just fine. --John Ember 02:42, 16 March 2006 (GMT)
  5. Keep - it would probably be less server-intensive to just scan the number of zombies in a suburb, then have more of a chance of the new zed player landing in one of the more zombie-populated suburbs (or one with a more favorable zombie-to-survivor ratio), but yeah, this suggestion definitely has merit. --Arcibi 02:45, 16 March 2006 (GMT)
  6. Keep _ love it, why not do it for human players too? I remember i spawnd in a zed infested suburb with practicaly no safty and no humans visable. it would be good to spawn in a building at least. would give a sence of a homebase. --Kirk Howell 02:52, 16 March 2006 (GMT)
    • Re There are two reasons why I dident make it for humans aswell one is it has no in game justification and two is it would end up in a stale mate where humans have suburbs and zombies have suburbs and it would egt really boring also newbie zombies need more help than newbie humans. Newbie humans are MUCH better off than newbie zombies.-Deadeye207 03:00, 16 March 2006 (GMT)
  7. Keep - Agrees with everything. Nice job :) --McArrowni 03:06, 16 March 2006 (GMT)
  8. Keep - I see no reason not to give consent, here. It's a good idea, and doesn't really affect game balance at all.--Wifey 05:06, 16 March 2006 (GMT)
  9. Keep - anything to encourage new players to stick with the game --CPQD 06:47, 16 March 2006 (GMT)
  10. Kill - Hell no! In my opinion, there should be more spread out numbers of both zeds and harmans. That way there will be an actual struggle, rather than harmans own in one 'burb and zeds rape another. -Dude70 08:32, 16 March 2006 (GMT)
    • Re If by "an acutal struggle" you mean newbie zeds getting the crap blasted out of them 2 seconds after they join the game and dont even know how to play yet then yeah your idea of no change is a 'Great Idea' Note the sarcasm-Deadeye207 14:05, 16 March 2006 (GMT)
  11. Keep - I don't see it being significantly server-intensive, especially considering the rate of new character registrations. A great idea that would encourage new players to stick around. --ism 09:19, 16 March 2006 (GMT)
  12. Keep - I agree with Deadeye207. I mean, at first I wanted my alt Abi79 to be a zed, but when I got killed every day, than I just made a new human character. Playing as a zed is very hard, even if survivors should have a hard life here. --Abi79 12:31, 16 March 2006 (GMT)
  13. Keep - Survivors > Lone Zombies. Hordes > Survivors. The young zomblings need a chance! --Omega2Talk 14:52, 16 March 2006 (GMT)
  14. Keep -- So simple, but it'll make things just a little easier for those brand new zombies. Good thinking! furtim 16:27, 16 March 2006 (GMT)
  15. Keep - One of those ideas that's so good, I can't believe it's not already standard practice. --Reverend Loki 19:55, 16 March 2006 (GMT)
  16. Keep - Good idea--Mookiemookie 20:45, 16 March 2006 (GMT)
  17. Keep - This similar suggestion hasn't been acted on, though, so don't hold your breath. --Dickie Fux 21:34, 16 March 2006 (GMT)
    • ReBut that one suggests that ALL zombies spawn in hordes which I think is silly and over kill this one is a bit more subtel and it dosent have the chance for zerging.-Deadeye207 21:58, 16 March 2006 (GMT)
  18. Keep - This is a great idea. --Certified=Insane 22:19, 16 March 2006 (GMT)
    • Tally - 17 Keep, 1 Kill, 17 Total. --22:23, 16 March 2006 (GMT)
  19. Keep - i think that will help news players and personnaly why it not already a standard in urban dead?--Kcold 23:14, 16 March 2006 (GMT)
  20. Keep - Great idea. --Dbutler1986 00:16, 17 March 2006 (GMT)
  21. Kill - So we can have even less zombie interaction by having zombies being concentrated in zombie controlled suburbs? How about no. --TheBigT 02:31, 17 March 2006 (GMT)
  22. Kill - besides grammer and spelling that even I can consider bad, I like the random placement, both being placed in a zombie controlled suburb or a survivor controlled suburb have their advantage. Death means little to a zombie.--Vista W! 15:25, 19 March 2006 (GMT)
  23. Keep - Love this idea. I think it could really help keep more new players playing. --Toast Boy 08:51, 20 March 2006 (GMT)
  24. Keep - So says I. Velkrin 18:16, 20 March 2006 (GMT)
    • Tally - 21 Keep, 3 Kill, 0 Spam 21:14, 31 March 2006 (BST)

Put The zombie class on top

Timestamp: 01:51, 16 March 2006 (GMT)
Type: Improvement
Scope: All new players.
Description: I know alot of people dont pick zombies becuase there are so many cool classes between the top of the sign up page and the only zombie class. I suggest that (for the time being) the zombie class be put on the top of the list this will hopefully get some new zombies to join and help fix the numbers. Thats all just a little fix becuase when your new to a game and you see the millitary private with guns and ammo its like an impulse to pick the guns over claws.

Votes

  1. Keep-Author vote-Deadeye207 01:51, 16 March 2006 (GMT)
  2. Keep - I will laugh out loud if this turns out to reverse the survivor:zombie ratio. All this time, the answer's been right under our input cursors! Sure, let's try it. --John Ember 02:37, 16 March 2006 (GMT)
  3. Spam - yes, because the population imbalance is entirely due to the fact that Corpse is the last class on the list, and not at all because zombies are bad guys and most people like to be the hero. Sorry, but one of the main draws of Urban Dead is that there are no NPCs. Anyone who wants to play as a certain class from the beginning isn't going to change their mind because something is first on the list. --Arcibi 02:40, 16 March 2006 (GMT)
    • Re Its just a little nudge to play as a zombie I know when the first thing I saw was private I went right for it but now I have a hardcore zombie char too I wish I had started as a zombie. Also did I say it was entirely due to this? No. I didn't This is again just a little nudge for new players to pick zombies over humans. II-Deadeye207 02:56, 16 March 2006 (GMT)
    • I'd just like to say that no NPCs are one of the things that makes Urban Dead so great. Every single character in the game is a real person, not a few lines of code on the server. It makes for a much better game experience. --TheTeeHeeMonster 20:09, 16 March 2006 (GMT)
  4. Keep Sure just one more reason to rattle Bananna Gang bang!--I see dead people 02:54, 16 March 2006 (GMT)
  5. Keep Why not? It will probably not reverse the situation, but sometimes the small details have a huge impact. and there is virtually no downside. --McArrowni 03:07, 16 March 2006 (GMT)
  6. Keep - Eah, I've heard worse. Velkrin 03:35, 16 March 2006 (GMT)
  7. Keep - Couldn't hurt. --mikm W! 03:53, 16 March 2006 (GMT)
  8. Keep - Worth a shot. --Arcos 04:21, 16 March 2006 (GMT)
  9. Keep - It strikes me as very silly, but also simple and harmless. I guess it can have a "keep" from me.--Wifey 05:07, 16 March 2006 (GMT)
  10. Keep - Only harman-supremacist asses like Arcibi would vote kill on this. It provides or changes nothing in the game. --Jorm 05:27, 16 March 2006 (GMT)
  11. Keep - Well, politicians like to have their names at the top of the ballot, so I imagine it has to count for something. --Pinpoint 06:37, 16 March 2006 (GMT)
  12. Keep - Why the hell not. Damn it's been quite a while since I've voted keep on two suggestions in a row! --CPQD 06:50, 16 March 2006 (GMT)
  13. Keep - It is, after all, a zombie game. Supposed to be, at any rate.--Guardian of Nekops 07:14, 16 March 2006 (GMT)
  14. Keep - It might help, and it certainly won't hurt... -Dude70
  15. Keep didnt affect me in the slightest whne I made my first char. which was a corpse. although It is inactive since I got headshot ten minutes after starting and I quit playing for a week.--I Kill Dead People Deathnut 08:43, 16 March 2006 (GMT)
  16. Kill - Being a smartass I have to remind you that social sciences told us that people, when presented a questionnaire and have no idea what to chose (this is probably the case, you are talking about), tend to pick the last given possibility. So it should turn out out to have the opposite effect of what you want it to. Nevertheless, these effects do not seem to be significant in any way. --Gfuz 11:10, 16 March 2006 (GMT)
  17. Kill - If the person is too lazy to read the whole thing then why would you even think he'd play all that long? Putting Corpse at the top will accomplish nothing because even if the person picked zombie he'd still get lazy and not play that long. Saromu 12:20, 16 March 2006 (GMT)
  18. Keep - So simple!--DicktheTech 12:40, 16 March 2006 (GMT)
  19. Keep - I cannot, for the life of me, understand why someone would vote kill on this.--Mookiemookie 14:54, 16 March 2006 (GMT)
  20. Keep - Worth a try, for sure. The game is about zombies too, after all. --Omega2Talk 15:00, 16 March 2006 (GMT)
  21. Keep - Who knows? --WibbleBRAINS 18:40, 16 March 2006 (GMT)
  22. Kill - I'm sorry this just seems like a huge waste of time and I seriousley doubt it would have that huge of an impact. New players should be expected to read all the descriptions so they make a (somewhat) informed choice. Maybe if they beefed up the description of the corpse class to make it sound more interesting more people would pick it.--Hamster Ninja 18:40, 16 March 2006 (GMT)
      • Tally - 18 Keep, 3 Kill, 1 Spam, 22 Total. --Deadeye207 19:23, 16 March 2006 (GMT)
  23. Keep - Never underestimate the power of subtle psychological tricks like this. --Reverend Loki 19:57, 16 March 2006 (GMT)
  24. Keep - Yeah, yeah, 'Put the zombie on top', excellent movie name. But I don't think any well known director made such a movie, or if it won any non-adult awards. --MrAushvitz 13:57, 16 March 2006 (GMT)
  25. Keep why not --Kcold 23:17, 16 March 2006 (GMT)
  26. Kill - I really dont think it would have any kind of effect on the imbalance --Dbutler1986 00:19, 17 March 2006 (GMT)
  27. Keep It wouldn't do squat for the imbalance, but it would make them the focus more, this is a game about zombies, no?--Vista W! 02:00, 19 March 2006 (GMT)
  28. Keep - Sure. Let's give it a shot and see if it works. (But it won't) --Toast Boy 08:54, 20 March 2006 (GMT)
    • Tally - 23 Keep, 4 Kill, 1 Spam 21:13, 31 March 2006 (BST)

Death Rattle Tweak

Timestamp: 08:31, 16 March 2006 (GMT)
Type: Skill tweak
Scope: Death Rattle
Description: To allow that most sterotypical of all Zombie expressions, BRAAAAAAAIINS - Or, at least, BRAAAAIIIIINZ without resorting to Leet-speak like use of ! for I, why not allow "i", or at least the combination "ai", to be used with Death Rattle? Unless these are vegitarian zombies with constipation who actually only want some bran.

Votes

  1. Kill - Such a small change, that it isn't worth it. Plus it would allow more communication which is bad. -Dude70 08:41, 16 March 2006 (GMT)
  2. Kill I dont like it --Deathnut RAF 08:46, 16 March 2006 (GMT)
  3. Kill - Because, and this is really trite, I don't want zombies to be able to refer to themselves in the first person, this is meant to be the unstoppable apocolypse horde! Blue Wild Angel 11:37, 16 March 2006 (GMT)
  4. Keep - I was always annoyed by that ! instead of I and by that leet-speak the zombies have. --Abi79 12:34, 16 March 2006 (GMT)
  5. Kill - I would be more open to offering a Death Rattle 2 instead of changing the current skill. In response to Blue Wild Angel, I'm sure the algorithm could be written to screw up the single letter "i" while leaving "i" within words alone. --John Ember 16:07, 16 March 2006 (GMT)
  6. Keep - Or just allow it as one of the basic words a zombie can say... 343 16:19, 16 March 2006 (GMT)
  7. Kill - I like the basic idea, but this version is unnecessarily broad, and makes zombies a bit too articulate to sound like proper zombies. Just allow it as one of the basic words instead. Dan 17:02, 16 March 2006 (GMT)
  8. Kill Because zombies from the 50s eat brains. Zombies in Romero movies just want flesh. --Jon Pyre 18:44, 16 March 2006 (GMT)
  9. Keep - A zombie player should be able to say the word "Brains" if they want to, you might see a lot more zombies for that reason alone! --MrAushvitz 12:34, 16 March 2006 (GMT)
  10. Kill - Zombies have too much comm. ability as it is, what with being able to leetize stuff that isn't allowed. *blink* come to think of it... --Dbutler1986 00:21, 17 March 2006 (GMT)
  11. Kill - While more letters to play with would be fun, I don't really like this.-Banana Bear4 01:19, 17 March 2006 (GMT)
  12. Kill - "BARGAZ," "HARMAN," "Mrh?," "GRAAAGH," "BARHAH," "RAM," and "BANANA GANGBANG" are all a zombie really needs to express himself.--Wifey 01:45, 17 March 2006 (GMT)
  13. Kill -Zombie comunications are already too silly for words, Don't you think if Kevan wanted zombies to say BRAAAAINSS He put it in the pull down menu or made it possible to death rattle the first place? that fact that he didn't must say something to you, It's not something you overlook by excident, no?--Vista W! 15:28, 19 March 2006 (GMT)
    • Tally - 3 Keep, 10 Kill, 0 Spam 21:12, 31 March 2006 (BST)

Alternative upgrade to knife combat: active vs active

Timestamp: 18:19, 16 March 2006 (GMT)
Type: Improvement
Scope: Knife combat
Description: As we all know, knives are worthless, a waste of game content. Many possibilities for how they might be improved would either leave them inferior to axes, or render axes obsolete: the solution, of course, is to make knives better in a limited category of situations. The situation I'm suggesting is when you find yourself facing an actively-played opponent.

The basic idea of how it would work is to give knife attacks priority for the server's processing resources. As long as there are knife attacks to be processed, the server does them and checks for new ones before going on to see what everyone else is doing. So you get to whack at your opponent with a knife as though they were away from their computer. You can't kill them before they get to respond, unless they had let themselves get low on HP, because knives would still be very weak weapons that only do 40 dmg if you spend all your AP.

Votes

  1. Kill - Complex, extremely limited use, and would still keep knives completely inferior to axes. I would like to find some subskill that could be added under Knife Proficiency to make them useful, but this isn't it. --Norcross 18:37, 16 March 2006 (GMT)
  2. Kill - So you're saying you can swing a knife 50 times before a person can squeeze a trigger once? Or swing a knife 50 times before someone can move to a new location? As for can't kill them before they get to respond: 4 damage per 5AP is the average, not the maximum. If you get lucky, (that is, if 5 of the 30 misses against a 50HP enemy end up not being misses), then yes, you could kill someone without them getting a chance to respond or move away. My verdict: unbalanced. — g026r 19:26, 16 March 2006 (GMT)
  3. Spam - Or you could do 30 damage without being touched, and proceed to blow them away with a shotgun. This is horribly unbalanced, and quite frankly just dumb. --CPQD 19:43, 16 March 2006 (GMT)
  4. Kill - CPQD has a point. Still, you don't get a spam vote from me, because of the originality --McArrowni 20:03, 16 March 2006 (GMT)
  5. Kill - I agree with McArrowni. --Dbutler1986 00:23, 17 March 2006 (GMT)
  6. Kill - Sure, don't spam it, Its still not good. -Banana Bear4 01:14, 17 March 2006 (GMT)
  7. Kill lets apply the 'Multiply it by a billion' rule. in essence no one could do anything but attack with a knife! all other actions would take forever being postponed indefinatly in favor of knife attacks. that gets a big uber nuke kill from me. --I see dead people 22:45, 17 March 2006 (GMT)
  8. Kill -besides all the mechanical problems, squeezing a trigger is actually faster then a knife thrust.--Vista W! 01:54, 19 March 2006 (GMT)
  9. Keep Ok, half of you say it's unbalancing, and half say it's useless. Sounds balanced, on average. In fact, it would be a minor change, turning knives from never-useful to rarely-useful. The extreme rarity of the situation in which it's useful means that it would not slow down other actions when multiplied by a mere thousand: you already have to wait for the server to process everyone's actions in one round before it moves on to the next, and knife attacks would only be a small fraction of the total. If we were multiplying anything by a billion, the server would need a huge upgrade anyway: the limit on server load is APs and the hit limit, not the order in which things are done. There's no way for it to be overpowered, 1) because all it does is restore the normal state of affairs: you normally have no chance to respond before someone blows you away, unless you're using an illegal click-bot on a donated account to check if you've been hit; and 2) because it costs a whole lot of extra APs to do the same damage with a knife. --Dan 16:16, 20 March 2006 (GMT)
    • Tally - 1 Keep, 7 Kill, 1 Spam 21:12, 31 March 2006 (BST)

Powered Building Bonuses

Timestamp: 12:45, 16 March 2006 (GMT)
Type: Other Building's Power "Bonuses"
Scope: Other Building's Usefulness
Description: It is quite simple, and I doubt I'll be the last person to suggest this.

But what possible bonuses could we have for a building OTHER than a hospital having power (running fueled generator). It is my suggestion the following buildings be allowed the following "bonuses" when they are fully powered. (The bonus is not in effect (suspended) when there is no power available at the building.)

  • Library and School

Create a science skill: "Hit The Books" (new skill tree under science skills.

Hit The Books : When at a library or school that is powered your character has 5 times the normal chance of gaining XP when reading a (non-poetry) book, and if they get an XP gain it is 2 XP per success. The chance of finishing your book is the same (used up and lost) but you are more likely to learn something which can help you survive as a result. "Dear god, I should be making pipebombs!"; "Ahh.. now I know how to reload that weapon.."; "Ooops, there's where I messed up attempting first aid.."
Critical Research : Appears just under "Hit The Books" on same skill tree. Your character is trying to analyze the whole Malton phenomena from ANY source that might point to a conspiracy. You get the same benefits from "Hit The Books" at a powered library or school when reading a newspaper. For role playing purpouses your character may enjoy commenting on who is behind all this "It's all a commie plot!"
  • Museum, Cathedral, Church and Cinema
Patron Of The Arts : Seperate skill tree under Science skills. When at a powered museum, cathedral, church, or cinema you may gain the same benefit from reading poetry books as listed on "Hit The Books" (we'll say you may even be reading some of the psalms for argument's sake). There is an additional benifit however, once every 3 hours you spend offline at one of those 4 buildings while powered you regain back 1 additional AP for the "calm surroundings." (Not a huge bonus, but then again poetry books are a little harder to come across).

These skills would only cost 75 points for a science character which ultimately makes them more desirable (somewhat), and gives them alternate XP resources.. which they can use.

Votes

  1. Keep - This is just a start, but what the hell. Hit the books and figure out what makes these zombies tick! --MrAushvitz 12:45, 16 March 2006 (GMT)
  2. Spam - This started out as a kill vote. I don't really care about people doing that thar' fancy book learning, but I always felt it was out of genre for someone to gain experience holed up in a library or a cinema. Then I saw your AP bonus addition at the bottom. A maximum of 58 AP for a skill that can cost as low as 75 XP! Hahaha, No --CPQD 19:54, 16 March 2006 (GMT)
    • Re - 58, for a bonus benefit of 8 points over 50. If the building remains fully powered the entire 24 hour period, keep in mind this is an attempt to give people a reason to hole up in buildings other than the local hospital, police station or mall. It's not that big a deal, just speeds AP gains slightly, newbies can use that big time. Especially new science characters. You're always welcome to RP by drinking and belching while other players try to read. --MrAushvitz 13:54, 16 March 2006 (GMT)
  3. Spam - See CPQD Timid Dan 20:12, 16 March 2006 (GMT)
  4. Spam - One suggestion per suggestion. No high rate of Xp gaining without risk. Leave your own AP alone. Etc. --McArrowni 20:26, 16 March 2006 (GMT)
    • Re - The suggestion(s) are all part of the same thing. AND you can't mention another suggestion (not voted on or accepted yet) on another suggestion's page so it had to be done this way. AND for the final flame, how does one create any skill that does anything useful without using any AP whatsoever? (Don't touch your AP, I don't think it says "don't ever suggest an idea that uses your own AP to do something). Other than "static" skills which are always on, of which we have all the ones we need to be honest. Spam vote, you consider this overpowered I presume? --MrAushvitz 19:57, 16 March 2006 (GMT)
      • Re Yes. 50% chance to gain 2xp per AP spent without risk. Read the first link, in the end of the paragraph. For the AP thing: Reread your suggestion. The part about regaining 8 APs per day ( 16% increase in daily APs, hence the leave your own APs alone bit). The suggestion could have been split in half: The Patron of the Arts on one, the other ones on another. It's not because some text gets repeated that it would be the same suggestion, or so entwined that it must be one entry. Note also that when I use the "two suggestions in one" argument, it's never my spam/kill reason... But sometimes, I would have voted something on one and something else on the other--McArrowni 21:31, 16 March 2006 (GMT)
  5. Kill - I like "Hit the Books" (although the bonus is a bit extreme, avg. 1XP per AP! Make it 25% chance, that's still a significant increase). I don't like the other two, though (1 XP per AP spent reading poetry and newspaper? I don't think so... much less with bonus AP added in). --Norcross 20:50, 16 March 2006 (GMT)
  6. Kill - It's a capitalist plot! --Certified=Insane 21:20, 16 March 2006 (GMT)
  7. Kill - It doesn't foster zombie/human conflict ways of earning XP, which I believe should be the focus of the game.--Mookiemookie 21:29, 16 March 2006 (GMT)
  8. Kill - You had a keep on the first skill because it seemed good but then it just went downhill. Saromu 21:32, 16 March 2006 (GMT)
  9. Kill - I like the idea of powered buildings other than hospitals and NT buildings having some bonuses, but there are two big problems with this idea: 1) AP bonus is bad and 2) I don't see how sitting in a cinema watching movies is going to gain you experience fighting zeds, even if you're watching zombie movies.
  10. Spam - Out of your three powered building suggestions, this one is the worst, and since I read it first it made me want to spam them all. You are the scrooge of Suggestion Christmas. -Banana Bear4 01:13, 17 March 2006 (GMT)
  11. Kill - bah. --Jorm 04:52, 17 March 2006 (GMT)
  12. Kill - Now zombies have to attack ALL generators, just to try and stop falling further behind the survivors? No. --WibbleBRAINS 18:01, 17 March 2006 (GMT)
  13. Kill/Change - But you know what? I like the library bit. Cut out the "Patron of the arts" bit and I'll vote keep. --Snikers 05:08, 18 March 2006 (GMT)
  14. Spam -both are broken, and can't be fixed--Vista W! 01:26, 19 March 2006 (GMT)
    • Tally - 1 Keep, 8 Kill, 5 Spam 21:11, 31 March 2006 (BST)

Powered Building Bonuses 2

Timestamp: 12:55, 16 March 2006 (GMT)
Type: Some Other Building's Power "Bonuses"
Scope: Other Building's Usefulness
Description: A continuation of some other buildings.

These are some other buildings which would have a benefit when powered (not in effect when not powered)

  • Police Station
Target Practice: Any time this building is fully powered there is a menu button which says "target practice". When you click on it you may choose pistol, shotgun or flare gun (either of the 3 choices always costs 2 AP). If you do so you spend 1 round of ammo for the shotgun or flare gun or a full clip for the pistol (must have a full clip to use), there is a % chance maybe 10% that "You gain 2 XP from target practice!", otherwise "Firing off a few rounds makes you feel better." This is a benefit for the underground targeting range which is prevalent in most major police stations, in addition to gun manuals and such.

BONUS benefit: If your character has at least 1 Zombie Hunter skill OR their starting character class was Cop or Private, you are permitted the more violent and effective training option. When your building is powered AND has at least 1 body in it your target practice effectiveness goes up by 5%. But each time this option is used you get the "A few slugs are used on a nearby corpse" message which can be read by you and other players at this location. This message is written as "and again.. and again.." to cut down on spam. This is one drawback (of sorts) for unsuccessful zombie attacks on police stations.

The dead character reads "While dead, your body was used for target practice by some of Malton's finest!"

Votes

  1. Keep - Been thinking of this one for a while, adds to the feel of things. --MrAushvitz 12:55, 16 March 2006 (GMT)
  2. Kill - As it's written you would get 0.1XP per AP spent. A new player with no gun skills can get XP much faster by shooting moving things. Who would use this, and who would ever keep a dead body around for target practice? --CPQD 20:05, 16 March 2006 (GMT)
  3. Spam - Stop. Enough already. Survivors don't need misc ways of gaining XP, they already have plenty. Timid Dan 20:14, 16 March 2006 (GMT)
  4. Kill - Im gonna have to say no on this one. While the idea of a powered building bonus is a good one, this isnt the way to go. Ive always thought that Police Stations should be able to send messages to all players in the same suburb, you know: like an APB?
    • Re - I had considered such a possibility through the use of radio, but one would have to have power AND a working radio at the location (so a zombie can attack either or both), but it could be cool. I'd say radio for a police station should go out to all Cops in that square of malton (that suburb, portion of Malton), while also sending out the same message to every other police prescinct that has a working radio and power (if it ain't on at time of transmission you missed out). Same deal for millitary radios, but you'd have to carry a radio on yourself to get the signal (something to find). I dig though, very funky. --MrAushvitz 19:57, 16 March 2006 (GMT)
  5. Kill - Why on earth would I spend 2 AP and 1 round of ammo for a 10% chance to earn 2XP, when I could walk right outside, and plug a zombie with a my pistol at 65% chance of hitting for at least 4 damage and earning 4 XP? Poorly thought out, and as I said before, I don't like ways of earning XP that aren't tied to zombie/survivor interaction. And don't give me the books example. That's there for flavor more than anything.--Mookiemookie 21:33, 16 March 2006 (GMT)
  6. Kill - Not really interesting. New way to do old things and to do it poorly. What Mookiemookie said. And this is not about my vote, but please use a #* when commenting. It Doesn't break the vote count that way. --McArrowni 21:38, 16 March 2006 (GMT)
  7. Kill The rewards are not worth the cost. with one bullet from my pistol for one AP I can get 5 xp. --Deathnut RAF 00:13, 17 March 2006 (GMT)
  8. Spam - I think there have been other suggestions about target practice. They were bad. This is bad too. shame. -Banana Bear4 01:11, 17 March 2006 (GMT)
  9. Kill - Just go out on a the streets instead of hiding in the PD; you'll find all the XP you could need. --WibbleBRAINS 18:08, 17 March 2006 (GMT)
  10. Spam -nO more riskless XP, besides zombies whould feel left out if survivors would start to shoot other dead things.--Vista W! 15:31, 19 March 2006 (GMT)
    • Tally - 1 Keep, 6 Kill, 2 Spam 21:09, 31 March 2006 (BST)

Powered Building Bonuses 3

Timestamp: 12:55, 16 March 2006 (GMT)
Type: Some Other Building's Power "Bonuses"
Scope: Other Building's Usefulness
Description: A continuation of some other buildings.

For reasons of 'light sources', certain buildings are very 'bad' to have gunfights in when they do not have power. This is because they lack sufficient uncovered windows to see very well if they have VS or higher barricades. Under such conditions any non-zombie character in the building reads :'It is very very DARK in here!'

  • Game Mechanics:
Under 'It is very very DARK in here!' all ranged weapon attacks are at -5% to hit efectiveness. Any player who uses a "flare" as a weapon indoors (whether it hits or not) actually suspends the darkness (but does not power the building) for a 5 minute period. Keep in mind it is only dark if the barricades are at VS or higher, so as the barricades get torn down it is easier to see.

Zombies suffer no penalties of any kind from this darkness (and if this building limitation is used, there may be a skill down the road which capitalizes on this).

  • Buildings Affected:
Excellent to defend, can't see a damn thing.

Armory (cuz it's underground!), Bank (not enough exits when you need them!), Police & Fire Station (they can be a bit of a fort too), Any Necro Tech Building (because they tend to 'hide' what's going on inside from prying eyes, you take out the power they're screwed), Warehouse (not enough windiows at most of them).

Votes

  1. Keep - Sounds harsh, but it's a penalty for the benefit of those high barricades, which if some zombies get past and they're quickly replaced can be bad for those inside. "Where the hell did that thing come from?" --MrAushvitz 12:55, 16 March 2006 (GMT)
  2. Kill - There's been many suggestions for darkness. None are really good. Saromu 21:40, 16 March 2006 (GMT)
  3. Keep - Thinking about it, this is actually ok. You can still avoid the penalty if you shoot the zombie before you barricade too much (but can still barricade somewhat), it hurts ranged combat more than fireaxes. What I don't like is that the -5% penalty hurts newbies much more than oldbies, but as they can have other sources of xp than "zombies in barricaded buildings", it's okish to me--McArrowni 21:48, 16 March 2006 (GMT)
  4. Kill Hurray for arbitrary penalties thrown in several months into the game. --Jon Pyre 00:18, 17 March 2006 (GMT)
  5. Keep - Jon - that's why most games have different versions? Nobody said this was some kind of final release. Anyway, I like the idea. It's realistic.Please sign your vote. Remove the strikeout when you sign--McArrowni 00:56, 17 March 2006 (GMT)
  6. Kill - power suplies shouldnt affect combat or search, also most combat takes place in 'left wide open' buildings anyway--xbehave 00:43, 17 March 2006 (GMT)
  7. Kill - The difference between 65% and 60% is a lot smaller than the difference between 20% and 15% or whatever guns start out with, so it would mostly affect new players, and make them hate this game. Bap. -Banana Bear4 01:09, 17 March 2006 (GMT)
  8. Kill - Penalty does not scale well. --ism 02:07, 17 March 2006 (GMT)
  9. Keep --Snikers 05:11, 18 March 2006 (GMT)
  10. Kill -Why including VS? why set two different layers where penalties kick in? the penaltie is arbetrary and seems mainly focussed on making survivors less able to withstand seiges. I dislike the mechanics, if you think one side is underpowered give it a boost, don't nerf the other side.--Vista W! 15:35, 19 March 2006 (GMT)
    • Tally - 3 Keep, 6 Kill, 0 Spam Velkrin 21:05, 31 March 2006 (BST)

Syringe AP & XP Revamp

Spaminated 12 Spams, 1 Kill. I didn't even need to vote. --Deathnut RAF 00:25, 17 March 2006 (GMT)


quick reload

This suggestion was Spaminated with 8 spam votes. It made poor baby zombie jesus cry. :( --hagnat talk 00:09, 17 March 2006 (GMT)


Toe Tagging and Morgue Experience

Spaminated with 9 spam votes, 1 kill vote, and 1 person who didn't know that random text isn't a vote. Tagging zombies is not welcome around here, say the voters. Velkrin 03:41, 17 March 2006 (GMT)

  • "Grab bag man" might not exactly be a vote, but I think given the amount of spam votes already on it, and the suggestion, it wasn't exactly random either :P

Death Rattle Tweak [#2]

Timestamp: 11:45, March 16 2006
Type: Skill tweak
Scope: Death rattle
Description: It's all well and good that zombies can't use certain letters in speaking with Death Rattle, but people just 733t1z3 it. Zombies are supposed to be zombies, not script kiddiez. I propose Death Rattle filtering out numbers, punctuation, and special characters (i.e., shift+numbers, '/', '\', etc.).

Votes

  1. Keep - I like this one. Death Rattle is nice, but Leet Rattle bothers he hell out of me. --Omega2 00:37, 17 March 2006 (GMT)
  2. Kill -- Ever considered why Kevan put exclamation points in Death Rattle? So zombies can fucking say "BRA!NZ". - CthulhuFhtagn 00:39, 17 March 2006 (GMT)
    • Re: But...they...shouldn't...be...able...to...is...what..im...saying
  3. Kill Of course they should.--Mookiemookie 00:43, 17 March 2006 (GMT)
  4. KillKeep - If Kevan wanted us to say Brainz, he would have allowed us to use "i". I think we need more in-game zombie communication, but I also think that as soon as we have that, this should be implemented. remember, you are not voting for today, but possibly for a distant tomorrow--McArrowni 00:45, 17 March 2006 (GMT)-- See what g026r said --McArrowni 04:59, 17 March 2006 (GMT)
  5. Kill - If you take out punctuation, rattle zombies won't be able to say Mrh? they would only be able to say Mrh, showing that they were somewhat developed zombies, and possibly lining them up for a headshot rather than revive, also without exclamation points how can a zombie show his rage and BARHAH! or GRAAGH! effectively? -Banana Bear4 01:04, 17 March 2006 (GMT)
  6. Kill - Numbers are already stripped out, as are special characters. (Zombie Speech Translators has a list of every character that's not stripped: abghmnrz.!?- and space.) Basically, all this would do would be to make it impossible for zombies to ask questions, and express surprise or rage to one and other. (Moving onto a sillier level: maybe the "BRA!NZ" isn't pronounced "brains", but only looks like it. "!" can be used to represent a click-sound found in some languages; who knows, maybe zombie-pidgin uses it.) (As a further note: there's already a suggestion called "Death Rattle Tweak" on this page. I've added [#2] after your title so that the anchors work properly now. Hope I wasn't out of line.) — g026r 01:49, 17 March 2006 (GMT)
  7. Kill - For reasons previously stated. --ism 02:06, 17 March 2006 (GMT)
  8. Kill - I can't believe anyone would even think of this. --Jorm 05:00, 17 March 2006 (GMT)
  9. Kill -for reasons given. but I agree that the 'Humorous' dead rattling are getting on my nerves--Vista W! 15:38, 19 March 2006 (GMT)
    • Tally - 1 Keep, 8 Kill, 0 Spam 21:04, 31 March 2006 (BST)