Suggestions/17th-Feb-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.
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VOTING ENDS: 3rd-Mar-2006
Beer and Wine effects
Timestamp: | 22:27, 16 Feb 2006 (GMT) |
Type: | Weird Improvement |
Scope: | Survivors |
Description: | After you drink 2 beers, you start to get as we call it... a little tipsy. My proposal is that we should have the drunk effect. If you drink 2 or more beer or wine before the next ip-count reset, you will get drunk. There is a 25% chance of puking while your drunk if you drink more than 2, although nothing will stack if you drink more. Each Ap you spend on ANY action will earn you a 10% chance of sobering up. Accuracy on guns will decrease by 15% because your vision is a little blurry and shooting from a range is difficult to achieve drunk or not. Accuracy on melee weapons will decrease by 5%, but will increase the damage of melee weapons by 2 (and not be affected by flak jackets) because of how some people get abnormally stronger while drunk. No effects will be made entering/leaving a building, but when you try moving any given direction, you will have a 30% chance of moving in the direction you desire, giving the text "You stumble on the next block", 9% chance of moving in any other direction, giving the text "You stumble into a random direction", and a 7% chance of just hitting an object (Here are the random objects you will hit, wall (if on same black as a building), fire hydrant, street post, stop sign... you know what I'm talking about. If you try to walk when you're standing at the corner of Malton (where the quarantine wall is at (like if it turned to be a 2x2 instead of a 3x3)), that for every square you can not move, add that percentage that you will hit an object (so if 5 spaces are missing, 9x5+7=52% of hitting a wall at the very corner of a map. When you try to talk to somebody, your words will slur a bit and sometimes be garbled up. Example would be Heeey gawd larkin (hey good lookin, sry I stink at trying to make up a language >_> just an example).
Now for some answering
1. Hey! Where?s the other 54% of the move you make while drunk?
I have made it 9% chance times the other spaces you could move it (aka 7 spaces you could move) so it would be (9x7+30+7) which would give you 100%
2. Does this skill keep the 1 hp heal?
Yes it does because it?s still considered liquid and because it is good for the body.
3. This is not an improvement? it?s useless and only stops people from drinking!
For one thing, people do need to stop drinking, but since this is a zombie apocalypse and all?) It does help people with melee weapons and temporarily increases the damage of melee weapons by 2. You do have the problem of walking randomly though, but you should not have too much trouble since this doesn?t affect your fighting or the chance to get inside of a building.
4. Zombies get the short end of the stick all the time!
Actually, this is kind of a toned down version of grab. So there isn?t really much to complain about since the ratio of being able to grab is 50% then adds 10% more percentage to attack-hit ratio. A fully powered axe when your drunk (40%-5%)*(3+2) is 1.75, when you grab as a fully powered zombie its (50%+10%)*3 is 1.8.
5. The server will be screwed up from keeping the people?s tally of how many beer you drink!
I imagine Kevan will put flags for how many beer you have and stop putting flags past 2. After that, since nothing else stacks, it?ll stop adding flags. Also it?s pretty much as bad as an air drop or resetting everyone ip number.
6. This will promote player killing from the no-reduced armor effect!
Unfortunately, nothing can be done to promote this. People will still kill other people no matter how powerful/weak that person is because it?s the cruelty of human nature.
7. What happens when you hit an object?
Nothing happens! You wasted an ap moving when you didn?t move.
8. This isn't what really happens in real life or w/e with realism!
Yea, probly isn't with only 2 beers/wine either, but if I increase it, then it'll be useless. Besides, how can you be protected from a head shot with a flak jacket? |
Votes
- Kill Here's a little tip for you. Few people even drink wine or beer because it has little useful effect to this game. Add this and how about we remove the items themselves? AllStarZ 22:33, 16 Feb 2006 (GMT)
- Re Trust me, if we could get rid of all useless things, first thing I get rid of are those darn newspapers. --Shadow213 03:50, 17 Feb 2006 (GMT)
- Dupe - This looks the same... Tell me what's different. --ALIENwolve 22:35, 16 Feb 2006 (GMT)
- Kill Alcohol does not make you stronger. It makes you stupider. Why would I want my character to wander aimlessly and possibly get stranded outside? It'd be like allowing newspapers to give you paper cuts that would cause pain and increase your adrenaline but have a 9% chance to make you bleed to death. --Jon Pyre 22:49, 16 Feb 2006 (GMT)
- Kill - See above ^^^ --Toast Boy 23:02, 16 Feb 2006 (GMT)
- Kill - What Toast Boy said. You hit for more, but you probably couldn't even move to a zombie's location to attack in the first place. -Kraxxis 23:04, 16 Feb 2006 (GMT)
- Kill - For reasons stated above. -Dude70 23:34, 16 Feb 2006 (GMT)
- Kill - It's funny, and I can tell you've put some thought into it - but nobody would use this (well, maybe a few people for sh*ts n' giggles), as they would most likely get stuck outside not being able to make it to an entry point due to their intoxication. --Blahblahblah 01:02, 17 Feb 2006 (GMT)
- Kill Unnecessarily complicated and this isn't Kingdom of Loathing--Mookiemookie 03:13, 17 Feb 2006 (GMT)
- Keep Athors Vote. If the voters feel bad about wandering around the city like a stupid drunk. If I revise this suggestion to leave out the random walk, would that make it a better suggestion? --Shadow213 03:50, 17 Feb 2006 (GMT)
- Kill - Because I just have never liked this type of suggestion. It's all right if some items have marginal or no usefulness. Bentley Foss 03:55, 17 Feb 2006 (GMT)
- Kill - The only use for beer and wine bottles? Moltov Coctails!! --Scorpius 16:53, 17 February 2006 (GMT)
- Kill This makes drinking a beer more complicated than combat! There are plenty of simple ways to make beer/wine more interesting (my favorite is the infamous "adds 1 AP instead of 1 HP"). --Norcross 16:56, 17 February 2006 (GMT)
- Kill - Waaaaay too complicated. --John Ember 17:52, 17 February 2006 (GMT)
- Kill - I can't figure out you why you spend all that time figuring this stuff on a suggestion about getting drunk. Either you have made some very bad lifestyle choices you need to work through, or you are just having the mickey with us. I hope you forgive me for nor checking through all your calculation to see if you didn't make mistakes or for only skimming it while shaking my head, stunned.--Vista 00:03, 18 February 2006 (GMT)
- Kill - Getting drunk is a pretty easy and simple thing. This suggestion is not. --MLF 08:38, 18 February 2006 (GMT)
- Kill - Beer and Wine are basically useless... why nerf them? Timid Dan 16:07, 19 February 2006 (GMT)
- Tally - 1 Keep, 14 Kill, 1 No-Link Dupe - 04:56, 13 April 2006 (BST)
Finding Duplicate Items
The suggetion is a dupe. link. 7 dupe votes/ no keeps/ no kills. --ramby Talk 03:25, 17 Feb 2006 (GMT)
Graffiti Artist
Timestamp: | 06:05, 17 Feb 2006 (GMT) |
Type: | Skill |
Scope: | Survivors |
Description: | Subskill of tagging. You are skilled at leaving messages in spraypaint and can sign your messages without taking up significant space. Next to the text box for entering Graffiti a survivor with this skill would have a small box they could check. If they check this box and write a message on the wall the message they leave is a link to the author's profile. If they do not check the box their message remains normal text. A useful skill that provides the option of letting people see the name and profile of the author, if the author chooses. |
Votes
- Keep Author vote. Fun. Useful in a way that doesn't harm zombies. Also fits in with the whole tagging theme. --Jon Pyre 06:10, 17 Feb 2006 (GMT)
- Keep - I don't see any harm --Lord Evans W! 07:10, 17 Feb 2006 (GMT)
- Keep - I like it. Clever artists will finally be able to be complimented on their art. --Leeksoup 07:15, 17 Feb 2006 (GMT)
- Keep - Great idea. --Nam 08:21, 17 Feb 2006 (GMT)
- Keep - Not only fun, very usefull. --Brizth W! 08:33, 17 Feb 2006 (GMT)
- Keep - Great!.--The General 08:48, 17 Feb 2006 (GMT)
- Keep - Why not?--Mookiemookie 12:03, 17 February 2006 (GMT)
- Keep - Sounds cool and interesting. --Devin Wright 12:55, 17 February 2006 (GMT)
- Keep - Interesting...eh heh, "Now, let us examine this beautiful Da Zombie, just finished last week. The abandoned zoo chages add to the atmosphere, don't you think?"
- Keep - Sounds pretty cool, good for RP as well. -- Norminator 2 14:00, 17 February 2006 (GMT)
- Keep - Cool. MaulMachine 14:09, 17 February 2006 (GMT)
- Keep - Good --Kirk Howell 14:26, 17 February 2006 (GMT)
- Keep - This could prove very useful. --John Taggart 14:43, 17 February 2006 (GMT)
- Keep - Nice idea --CPQD 15:32, 17 February 2006 (GMT)
- Keep - Now zombies will know who painted and will search for them, sweet. -Kraxxis 16:38, 17 Feb 2006 (GMT)
- Kill - I just, dont really like this. Having tags neatly signed detracts from the spooky feel. --Zaruthustra-Mod 17:07, 17 February 2006 (GMT)
- KEEP - Extremely useful.--Felix Fitzpatrick 22:26, 17 February 2006 (GMT)
- KEEP -to bad that any system linking to group pages with a tag will be to open for abuse. at least we'l finally have a chance to learn who 'streets' really is, why and what he is watching. --Vista 00:07, 18 February 2006 (GMT)
- Keep -Good for passing messages. PS, puting your vote in caps doesn't make it count as more. --Martin Odum 00:12, 18 February 2006 (GMT)
- no it doesn't, but it convey some extra meaning to it, that you really like it and are enthusiastic about it... or that I simply cut&pasted the vote above me to avoid writing 13 characters...:) don't worry about it!--Vista 11:09, 18 February 2006 (GMT)
- Keep - Doesn't change the game drastically and it will allow people to decide the credence behind graffiti. --TheBigT 00:44, 18 February 2006 (GMT)
- Keep - I like it. -Dude70 00:53, 18 February 2006 (GMT)
- Kill - Doesn't make sense from a roleplaying perspective. If you just have a single spraypaint in one color you can't create a unique signature - other skilled spray artists could copy it. And when you see a random gang mark do you know what it means? --MLF 08:35, 18 February 2006 (GMT)
- Keep - would be very handy, this is assuming that the link is the graffiti, it would be very anoying to see a link next to every second piece of graffiti and would certainly detract from the "spooky feel" as mentioned above.
- Keep - Finally, I get to see who this "Streets" guy is. Timid Dan 16:08, 19 February 2006 (GMT)
- Tally - 22 Keep, 2 Kill, 0 Spam - 04:55, 13 April 2006 (BST)
Bookworm
Timestamp: | 08:25, 17 Feb 2006 (GMT) |
Type: | Skill |
Scope: | Survivors |
Description: | A skill under the Survivors category (so that Military player can also reach it). Design so that books can become a favorable XP farm.
|
Votes
- Keep - Author vote. -- Nam
- Kill - Until you can explain what the tracker has to do with reading books.--The General 08:50, 17 Feb 2006 (GMT)
- Kill Books shouldn't be a good way to level. They're flavor items. And the Tracker thing there is way way way overpowered. That means any survivor that's ever seen me could know exactly where I am. --Jon Pyre 08:51, 17 Feb 2006 (GMT)
- Kill The reason books aren't a good way to level up is so you can't sit in a library somewhere and max out without ever really interacting with anyone. And the second skill there has apparently nothing to do with the suggestion and is brutally over-powered. --Stroth 08:55, 17 Feb 2006 (GMT)
- Kill - Agree with Stroth, Jon Pyre and The General. --Brizth W! 08:57, 17 Feb 2006 (GMT)
- Kill - Agree with above. --Pinpoint 08:58, 17 Feb 2006 (GMT)
- Spam - Griefer skill with the GPS unit. I just add all my enemies to my contacts, check them all out, then butcher the closest one. It means hiding is a thing of the past and destroys the entire PK aspect of the game. --Grim s 09:49, 17 February 2006 (GMT)
- Spam - The tracker part of this suggestion is completely broken. --Navigator 10:15, 17 February 2006 (GMT)
- Kill - The tracker idea is horrible.--Mookiemookie 12:05, 17 February 2006 (GMT)
- Spam - It encourages PKing and, unlike Grim, I dont there SHOULD be a PKing aspect. Also.. in general DONT put two skills in one suggestion. If you do, both have to be right (in function, in flavor, in where it is on the skil chain... like said abouve, this makes no sense where it is) to get a Keep. Its VERY rare that a suggestion gets passed that has multiple skills in it. One Suggestion, One Skill. --Jak Rhee 13:30, 17 February 2006 (GMT)
- Kill -- This isn't spam, just a poorly thought-out idea. What Stroth said covers it up nicely. Also, military already have all the combat skills, they don't need you to put scientist skills in the civilian tree so they can access it. Scientists are the weaker of the human classes. --McArrowni W! 14:31, 17 February 2006 (GMT)
- Kill -- "Tracker" makes no sense at all. "Concentration" seems nice, but could be overpowered and/or kill RP - a Scientist with this could sit in a library and gain 20-25 XP per day without ever leaving. And if "Concentration" were implememnted, it should be a Scientist skill. --Norcross 15:19, 17 February 2006 (GMT)
- Kill - WTf does a GPS have to do with reading? MaulMachine 15:28, 17 February 2006 (GMT)
- Spam - These ideas have no merit whatsoever. --CPQD 15:40, 17 February 2006 (GMT)
- kill - This isn't spam, but i agree it had little merit so VOTE KILL not spam. I dont think it is good as is and needs improvement or junking.. --User:ericblinsley 17:20, 17 February 2006 (GMT)
- Kill - Unless the reader uses a page of the book to slap a "Track Me" on the back of others so he/she is able to, it doesn't make much sense. -Kraxxis 16:43, 17 Feb 2006 (GMT)
- Kill - Wow, not only does this suggestion violate a lot of fundamental ideas about the game (leveling up at an equivalent pace without interacting with others), but it also inexplicably makes PKing easier. No. Bentley Foss 18:06, 17 February 2006 (GMT)
- Kill - What everyone else said. --WibbleBRAINS 18:16, 17 February 2006 (GMT)
- Kill - The GPS as a tracker has been suggested before. The grief potential is why it could never work. --Blahblahblah 18:25, 17 February 2006 (GMT)
- Kill - Remove the traker portion, keep "Concentration" for increase XP chance from books. --Cybrgrl 19:33, 17 February 2006 (GMT)
- Kill - The concentration ability lets you gain too much experience for sitting in a hidey-hole far away from danger, and the tracking ability is both nonsensical and a total griefer skill. Sorry, this suggestion fails utterly. --TheHermit 20:01, 17 February 2006 (GMT)
- Kill -well I figure that by now you know why people vote kill on this.--Vista 00:09, 18 February 2006 (GMT)
- Kill - For reasons stated repeatedly above. -Dude70 00:51, 18 February 2006 (GMT)
- Kill - you should have to interact with others to gain xp, else the game turns into a camping contest. Rhialto 13:19, 18 February 2006 (GMT)
- Kill - First skill extremely useless (By the point you could get it, you could have Pistol or Shotgun Training instead), second skill extremely overpowered and displays a general lack of understanding as to how GPS works. Brett Day 16:00, 18 February 2006 (GMT)
- Spam - Tracking is completely overpowered. - CthulhuFhtagn 18:01, 18 February 2006 (GMT)
- Tally - 20 Kill, 5 Spam, no non-author Keeps, and a total of 26.--The General 19:35, 18 February 2006 (GMT)
Parry
Timestamp: | 13:01, 17 February 2006 (GMT) |
Type: | Skill |
Scope: | Survivors/Melee Weapons |
Description: | The name is fairly self-explanatory as to what it is. Parry would be a new skill which Hand to Hand Combat is required for. With the Parry skill, all attacks made with melee weapons (including Fist and Claw, but not Bite attacks, essentially all attacks that do <4 damage, I believe) against a Survivor with the skill have their accuracy reduced by 5%. In order for the Parry skill to be in effect your Survivor must a) be awake, and b) have a melee weapon. Parry doesn't carry over to Zombies and does not affect Firearms in any way. It doesn't use up any AP, though as I said before you must have remaining APs for it to be in effect. |
Votes
- Kill - Why don't you just nerf every melee weapon's accuracy by 5% and accomplish the same goal.--Mookiemookie 13:15, 17 February 2006 (GMT)
- Re - First of all, PKing isn't exactly a regular practice for the majority of players. Secondly, more experienced Zombies would be largely unaffected in the long run because with Vigour Mortis, Death Grip and Tangling Grasp they're already striking at 55% (if they use Tangling Grasp), so 5% isn't likely to make any real difference. Less experienced Zombies more often prey on Survivors who have fallen asleep outside buildings and open spaces, where they can't run away, so Parry wouldn't have much of an effect on them either in a lot of situations. --Lord of the Pies 13:27, 17 February 2006 (GMT)
- Re So by that logic you'd only really be screwing zombies when they're faced with active survivors? They're already screwed enough in that situation as is. And survivors stuck outside are only asleep until they gain their next AP. So you'd also be screwing low level/new zombies, essentially negating the +5% base attack adjustment that was just implemented. No.--Mookiemookie 21:13, 17 February 2006 (GMT)
- Re - First of all, PKing isn't exactly a regular practice for the majority of players. Secondly, more experienced Zombies would be largely unaffected in the long run because with Vigour Mortis, Death Grip and Tangling Grasp they're already striking at 55% (if they use Tangling Grasp), so 5% isn't likely to make any real difference. Less experienced Zombies more often prey on Survivors who have fallen asleep outside buildings and open spaces, where they can't run away, so Parry wouldn't have much of an effect on them either in a lot of situations. --Lord of the Pies 13:27, 17 February 2006 (GMT)
- Kill This would HORRIBLY nerf Zombies in Seiges. No nerf the zombies. If it was functioned so it was a skill you 'turned on and off' so to speak AND cost AP with BOTH failure and successes.. it might then be able to be Keep-able. There needs to be some drawback to the skill.. not just a free 5% nerf to Zombies. Might be. I'll wait for another version and then decide --Jak Rhee 13:34, 17 February 2006 (GMT)
- Re - Suggestions noted. --Lord of the Pies 15:04, 17 February 2006 (GMT)
- Kill the game is already biased, giving survivors more of an advantage dosent seem like a good idea --xbehave 13:53, 17 February 2006 (GMT)
- Kill I dislike any suggestion that says you have to be logged in for it to work. It's also fairly complicated for a result that isn't really needed. --McArrowni W! 14:36, 17 February 2006 (GMT) Rereading it, it's worse than I thought. To hit percentage reductions done like this is bad because it nerfs newbies more than anyone else. Don't believe me? Read my explanation on the talk page, on the riot shield section. --McArrowni W! 19:23, 17 February 2006 (GMT)
- Re - You don't have to be logged on, you just have to have APs left. --Lord of the Pies 15:04, 17 February 2006 (GMT)
- Kill - So anyone with this skill would only be "sleep" vulnerable for 30 minutes, and that's only if they use all their AP in one sitting.. It would essentially be a 5% nurf to zombies, hurting low level zombies horribly. --Blahblahblah 15:12, 17 February 2006 (GMT)
- Kill - It doesn't cost any AP and it nerfs zombies. --CPQD 15:38, 17 February 2006 (GMT)
- Spam - Hey, free defense for all survivors! No. --John Ember 15:57, 17 February 2006 (GMT)
- Kill - Would majorly screw low level zombies. --Brizth W! 16:46, 17 February 2006 (GMT)
- Kill - Give a +5% increase to zombie attack skill and I'll vote keep. No way for zombies to counter it. -Kraxxis 16:52, 17 Feb 2006 (GMT)
- Kill - Its official, "parry" has become one of those fantasy cliches that has been leeched of any and all meaning, bringing it down to the same level of things like "plate mail". Let me break this down, you don't parry with an axe. You especially don't parry somebody's mouth when they're biting you. A more appropriate term for this what you're thinking of is "stabbing somebody in the face". --Zaruthustra-Mod 17:03, 17 February 2006 (GMT)
- Kill - What have I told you people about skills that break other skills, hmm? No! And Zaruthustra, c'mon...if we didn't have "plate mail", where else would we get a nonsensical word derived from two entirely different types of armor? :-P (For everyone else: it's either "plate armor" or "mail/maille/chain", or maybe even "chainmail", if I'm feeling generous. Mail == chain, plate == plate. Plate + chain =/= "platemail") Bentley Foss 18:09, 17 February 2006 (GMT)
- Kill/change - Maybe if it took 1 AP to activate against a specific opponent it would be OK, but a free protection against all Zombie attacks is too much. --Norcross 18:22, 17 February 2006 (GMT)
- Kill - It's another version of that Riot Shield nonsense we killed the other week.--WibbleBRAINS 18:26, 17 February 2006 (GMT)
- Spam - Zombie numbers are getting lower by the day, and you want us weaker. Um... no. --Grim s 19:55, 17 February 2006 (GMT)
- Kill - Ahahaha no. --Martin Odum 00:11, 18 February 2006 (GMT)
- Kill -besides all the reasons already giving. Parry on the hand to hand tree? sticking a fleshy of your self, like a arm of hand, inside the reach of a zombie is rather stupid and whould result in more more hits rather then less. I can't believe somebody has said this already, but YOU ARE NOT A NINJA, (or Mr. Chuck Norris T, You wish you were though, he's badass.)--Vista 00:20, 18 February 2006 (GMT)
- Kill - I say this constantly, but for reasons stated above. -Dude70 00:50, 18 February 2006 (GMT)
- Kill - I don't think it is THAT bad a suggestion. Zombies CAN use melee weapons, so why not THIS skill?--Pesatyel 05:44, 18 February 2006 (GMT)
- Tally - 0 Keep, 16 Kill, 2 Spam - 04:54, 13 April 2006 (BST)
Max Health Indicator
Dupe of Peer Reviewed Show Current/Max HP --Brizth W! 14:13, 17 February 2006 (GMT)
Named Firearms
Timestamp: | 15:32, 17 February 2006 (GMT) |
Type: | Role-Playing Improvement |
Scope: | Survivors |
Description: | We've all heard of hardened gunslingers affectionately naming their best weapons. I think it'd be neat to allow players to do the same in Urban Dead. Here's how it'd work:
When you edit your Profile, a column of text fields appears, each field corresponding to a shotgun or pistol in your inventory. If you change any of these fields from "shotgun" or "pistol" to a custom string, the weapon is considered to be named. Next to each of these is another text field where you can type in a description of the weapon. Custom names will replace generic weapon names in the inventory section of the main UI; and custom names & descriptions will appear on your Profile for all to see. Only custom-named weapons appear on the profile; so this in no way tips anyone's hand as to the extent of their arsenal. If you wish to "conceal" a weapon, or all your weapons, simply leave its name or all their names generic. Example: Darcy - A polished, vintage shotgun with a long double-barrel. You notice that it completely lacks a safety switch. Named weapons are also listed by name in the Drop menu. If you drop a named weapon, its name and
description disappears from your Profile. |
Votes
- Keep - Could open up new worlds of RP potential. The only problem I can see offhand is that someone might name his pistol S**t Flinging Monkey or something along those lines. --John Taggart 15:41, 17 February 2006 (GMT)
- Re - Right, but note that Profiles already afford this kind of thing. This suggestion wouldn't add any new opportunities for abuse. --John Ember 15:54, 17 February 2006 (GMT)
- Kill - I don't see a lot of people actually using this. It might be better off as an addition to a FF extension. --CPQD 15:44, 17 February 2006 (GMT)
- Kill - You can already add whatever description you want in your profile. If you want to list a "named weapon" there, you already can. This seems like a lot of effort, just to rename an inventory button that no-one other than the player will ever see. --Norcross 16:07, 17 February 2006 (GMT)
- Re - I think players would enjoy seeing "Bessie (6)" or "Vera (2)" in their inventories, though. It would further personalize the game and encourage more role-playing. "Yup, gotta see about picking up some more shells for Vera here. She don't like it when I let her go empty for long." --John Ember 17:31, 17 February 2006 (GMT)
- Re - Can't you already RP without this complicated system? There's absolutely nothing preventing you from calling your shotgun "Vera" right now - and I doubt anyone else is going to care what you name your guns. Don't most people carry around 10+ anyway? And we going to have to use a drop-down menu just to reload?--Norcross 18:29, 17 February 2006 (GMT)
- Re - I think players would enjoy seeing "Bessie (6)" or "Vera (2)" in their inventories, though. It would further personalize the game and encourage more role-playing. "Yup, gotta see about picking up some more shells for Vera here. She don't like it when I let her go empty for long." --John Ember 17:31, 17 February 2006 (GMT)
- Keep - Gotta love the example. I like this. --Masterofpsi 16:13, 17 February 2006 (GMT)
- Kill - Useless. Norcross summed it up nicely. --Brizth W! 16:42, 17 February 2006 (GMT)
- Re - Well, yes, it's "useless." But that rather misses the point. --John Ember 17:31, 17 February 2006 (GMT)
- Kill - Zombies can't name their weapons (even if they can't use some of them)? I sure would like to kill a survivor with a trusty Skull Cracker Crowbar. -Kraxxis 17:00, 17 Feb 2006 (GMT)
- Re - Heh, if you're using a crowbar as a zed, you've got more problems than being unable to name your weapons. --John Ember 17:31, 17 February 2006 (GMT)
- Re - My point was that there is no point in naming weapons, just a small side of humor mixed in. Cool, but no use. -Kraxxis 20:38, 17 Feb 2006 (GMT)
- Re - Heh, if you're using a crowbar as a zed, you've got more problems than being unable to name your weapons. --John Ember 17:31, 17 February 2006 (GMT)
- Keep - Useless, but cool. --McArrowni W! 17:53, 17 February 2006 (GMT)
- Kill - I like the idea, but It should work for all weapons, I got an axe I'd like to name - and there should be a cap on how many you can name (I don't mind seeing a few named weapons, but don't want to shuffle through 20 different names). There isn't enough room in the profile description to name your weapons and describe yourself too. And will people please stop killing things based on "it only applies to one side". If you think it should apply to both, make your own freaking suggestion and stop bitching. This one isn't offered to zombies because zombies don't use weapons - and a zombie doesn't have the intelligence to name things anyways. Zombies = Zombies, Humans = Humans. Zombies =/= Humans. They are not equal and should not share the same effects in every case. --Blahblahblah 18:03, 17 February 2006 (GMT)
- Kill - Hurrah, let's introduce a complicated system for absolutely no benefit! If you want to have "Darcy" in your description, put it in your description. Bentley Foss 18:11, 17 February 2006 (GMT)
- Kill - unless you change it so that I can call my Rending Claw "Chantelle". --WibbleBRAINS 18:28, 17 February 2006 (GMT)
- Re - Okay, but only Chantelle. --John Ember 19:42, 17 February 2006 (GMT)
- Kill - Lots of work for no real return = kill. --Grim s 19:50, 17 February 2006 (GMT)
- Re - Do you mean coding work or player work? --John Ember 20:12, 17 February 2006 (GMT)
- Re: - Both. --Grim s 06:23, 18 February 2006 (GMT)
- Re - Do you mean coding work or player work? --John Ember 20:12, 17 February 2006 (GMT)
- Keep - Author vote. But I'll probably resubmit at a later time with some tweaks to address the feedback here. C'mon, this would be fun. --John Ember 20:12, 17 February 2006 (GMT)
- Kill - I almost voted keep, but then realized the way you had it would only show it to yourself or people viewing your profile. It's not worth the effort unless zombies get "Dick Cheney attacked you with a shotgun named Oily for 10 damage."--'STER-Talk-Mod 20:50, 17 February 2006 (GMT)
- Comment - Holy crap - are you the one who's been tagging "Dick Cheney attacks you for 10 damage" everywhere? That tag cracks me up! --Blahblahblah 21:39, 17 February 2006 (GMT)
- Kill -not everything has to spelled out and put into the game, If you can roleplay it... Just roleplay it.--Vista 00:30, 18 February 2006 (GMT)
- Kill - Cool, but useless. Timid Dan 16:09, 19 February 2006 (GMT)
- Kill--yeah, we've all heard of what psychotic freaks most gunslingers were, too. This seems entirely pointless.--Bulgakov 21:51, 19 February 2006 (GMT)
- Tally - 4 Keep, 12 Kill, 0 Spam - 04:53, 13 April 2006 (BST)
Add common phrases to default list
Timestamp: | 21:01, 17 February 2006 (GMT) |
Type: | Zombie speech change |
Scope: | Zombies without Death Rattle |
Description: | I'm not trying to nerf Feeding Groan, but there are a few things every zombie wants to say once or twice without needing to buy the skill. There fore, I think we should add some things to the speak dropdown for zeds w/o FG. I understand one should need FG to be able to get any real meaning across (although players have accepted workarounds for this--everyone knows "mrh?" means "revive me") but allowing all zombies the ability to say some gameplay-useless but fun phrases seems appropriate. Words to add might include:
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Votes
- Kill Isn't the whole point of death rattle to say these things? --Zaruthustra-Mod 21:15, 17 February 2006 (GMT)
- Kill same as Zaruthustra. --RAF Lt.G Deathnut 21:22, 17 February 2006 (GMT)
- Kill - Copy that ^. --Blahblahblah 21:40, 17 February 2006 (GMT)
- Kill - I'd be more interested in a list of useful emotes then Rattle Lite. By the way, you keep using "Feeding Groan" to refer to "Death Rattle," which doesn't help your case. ;) --John Ember 21:45, 17 February 2006 (GMT)
- Kill - Zombie speech is fun, but at times it can get annoying and spam up the UI. As these phrases are gameplay-useless, I think it would be better if more people didn't have the ability to say them. --CPQD 22:03, 17 February 2006 (GMT)
- Kill Only thing Death Rattle is good for. --Jon Pyre 22:34, 17 February 2006 (GMT)
- Kill -You don't want to nerf Death rattle which is fine, unfortunatly your suggestion doesn't follow you intentions. sorry--Vista 00:32, 18 February 2006 (GMT)
- Kill - Same as Zaruthustra. -Dude70 00:48, 18 February 2006 (GMT)
- Kill - Same as Zaruthustra, Blahblahblah, Jon Pyre, Vista, and Dude70. -Norcross 01:31, 18 February 2006 (GMT)
- Kill - Wow. Everybody else beat me to it. Bentley Foss 04:34, 18 February 2006 (GMT)
- Kill - Same as Zaruthustra, Blahblahblah, Jon Pyre, Vista, Dude70 and Norcross :) --Abi79 15:08, 18 February 2006 (GMT)
- Kill - Same as everyone else.--The General 20:58, 18 February 2006 (GMT)
- Kill - Yep, I agree with the others.--Guardian of Nekops 19:02, 19 February 2006 (GMT)
- Tally - 0 Keep, 13 Kill, 0 Spam - 04:52, 13 April 2006 (BST)
Flare Limitations
Timestamp: | 23:28, 17 Feb 2006 (GMT) |
Type: | Item Modification |
Scope: | Flares |
Description: | Flares are visible inside buildings. How? I'd like to suggest an alteration:
If anyone has any suggestions for revising this, please put them next to your Kills - I rather suspect this one will need a few revisions before it's ready. |
Votes
Votes here
- Kill - Flares are being used? --McArrowni W! 23:50, 17 February 2006 (GMT)
- Kill This would make flares completely useless by only letting zombies see them as survivors normally stay inside barricaded buildings. Flares don't need to be made worse, they could actually use an improvement rather than a nerf. --Jon Pyre 00:09, 18 February 2006 (GMT)
- Kill - Flares are broken and need work, yes. But unfortunatly they are broken not because they are to powerfull but are too useless. My suggestion for a revision is, give them a usefull purpose and don't nerf their potential communication abilaty while doing it. --Vista 00:36, 18 February 2006 (GMT)
- Kill - What the others said. -Dude70 00:47, 18 February 2006 (GMT)
- Kill - I see no need to make flares even less useful. --Norcross 01:23, 18 February 2006 (GMT)
- Kill - Yeah, flares need help being better, not being worse. --Blahblahblah 01:36, 18 February 2006 (GMT)
- Kill - As above. Bentley Foss 04:35, 18 February 2006 (GMT)
- Kill - ditto. --MLF 08:28, 18 February 2006 (GMT)
- Kill - I don't use flares because they are already useless for me. Don't want if they will be more useless --EnForcer32 15:49, 18 February 2006 (GMT)
- Kill - Why? It's not like anyone uses flares for communication? They're weapons. You shoot stuff with them. Why code all of this? - CthulhuFhtagn 18:06, 18 February 2006 (GMT)
- Kill - I've only ever used a flare as a weapon anyway. Rhialto 00:17, 19 February 2006 (GMT)
- Keep - Makes sense to me. - Nicks 00:24, 19 February 2006 (GMT)
- Kill - Nicks, you are a rare thing indeed. Or just not paying attention. Flares, currently, are TOTALLY WORTHLESS. This would, at best, cut down on worthless, ignored flare spam. And flares are not rockets, at all, so why would they sound like them?--Arathen 08:43, 19 February 2006 (GMT)
- Kill - I've seen more then 3 valid reasons above here, so kill. But I was struck with inspiration, cause perhaps the flare in fact really CAN use some improvement. Perhaps I'll work out a suggestion on my own on this one. So tnx for inspiring! - General Viper 14:12, 19 February 2006 (GMT)
- Kill _ there are multiple floors to every building, and zombies dont climb, you can see out windows or on the roof. --Kirk Howell 17:49, 19 February 2006 (GMT)
- Tally - 1 Keep, 14 Kill, 0 Spam - 04:52, 13 April 2006 (BST)
Event Log
Timestamp: | 23:27, 17 February 2006 (GMT) |
Type: | Interface Improvement |
Scope: | Everyone |
Description: | Add an option to transfer game events to a log. When ever "Since your last turn" events are shown, add a button to"Copy events to log". The log would display any event thus copied, and would have options to show selected event types, i.e. [Show All] [Combat] [Flares] [Groans] [Speech]. I imagine the log in it's own window, but there may be better ways to implement it.
Yes, I know players can cut and paste events manually, but it would be more convenient to have the functionality built into the interface and enhanced with the magic of Javascript. |
Votes
- Keep: But only if it's done with a Javascript frame or suchlike, and not logged by the server. You'd lose them when the window closed, but that should be sufficient.( Ignatius Newcastle 23:39, 17 Feb 2006 (GMT)
- Keep - Different enough from what I suggested on november not to be a dupe. --McArrowni W! 23:47, 17 February 2006 (GMT)
- Keep: I'd say yes, but this requires a bit of finesse. The logs should not be available for long (same login sounds like a good idea), or it becomes too burdensome.--Ralav 01:45, 18 February 2006 (GMT)\
- Keep - I would use this alot and kill harmans/zeds faster because of it --Lord Evans W! 02:10, 18 February 2006 (GMT)
- Keep - I have lost tons of usefull info adding an attacking zombie to my list.--RAF Lt.G Deathnut 04:46, 18 February 2006 (GMT)
- Keep - It's a good idea, if the servers have the space to save these logs. --MLF 08:26, 18 February 2006 (GMT)
- Tally: 5 Keep, 0 Kill, 0 Spam, 0 Dupe
- Keep - Good! And Please no one argue " Just make a FF extention" I dont wanna cheat and use extentions. --Kirk Howell 17:51, 19 February 2006 (GMT)
- Kill - This is why Bill created notepad and the back button - Shaft121 18:12, 19 February 2006 (GMT)
- Tally - 5 Keep, 1 Kill, 0 Spam - 04:51, 13 April 2006 (BST)
Barricade Status
Removed by Author--Mobius187 8:49 PM, 19 February 2006 (EST)|