Suggestions/17th-Jul-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
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Show Populations Of Other Corners Of Large Buildings

Timestamp: 00:11, 17 July 2006 (BST)
Type: Interface update
Scope: All players
Description: Consider the following:
  • When you are inside a small building you can always count the exact number of survivors and zombies present.
  • When you are inside a large building, you can always tell exactly how many zombies there are in each corner.
  • When you are inside a large building, you have absolutely no clue how many survivors are in any corner except your own.

This makes no in-game sense, is unrealistic and harms survivors.

From now on, when you are inside a large building, below the visual tag that says "28 zombies" in a corner of the mall, there would also appear a tag showing the exact number of survivors. For example: "82 survivors," etc.

Votes

  1. Author Keep After two days of voting, I will withdraw whichever of these suggestions receives fewer Keeps. I don't want to withdraw the other one then have this one spammed to death ;) The only difference between them is that there is an exact count of survivor numbers. I don't see how this is very much more powerful than the other version as all survivors (and zombies) care about is which is the weakest corner. Rheingold 00:13, 17 July 2006 (BST).
  2. Keep - The first one was good, this one is better --Paradox244 00:55, 17 July 2006 (BST)
  3. Keep - I agree, this ones better. - Jedaz 01:12, 17 July 2006 (BST)
  4. Keep - I agree: Survivors already see zombie numbers, now lets promote fairness. Also, survivors can take advantage of this making it easier to even the numbers in the 4 corners of the building, getting rid of "weak spots" and the risk of early ransack. --Matthew Fahrenheit YRC | T | W! 01:28, 17 July 2006 (BST)
  5. Keep - I like this one better than the other one (estimated number). I've been using Firefox, which does the same. But, of course, using Firefox should not be a requirement, so including something like this can only help. This would help healers trying to find someone to heal.--Pesatyel 01:55, 17 July 2006 (BST)
  6. Keep - Helpful for both sides. Sonny Corleone WTF 02:03, 17 July 2006 (BST)
  7. Keep - good suggestions make me happy--Sig.PNGtalk 02:06, 17 July 2006 (BST)
  8. Keep - I liked the first one, and I like this one. –Bob Hammero ModTP! 02:06, 17 July 2006 (BST)
  9. Keep - Good call. --Ember MBR 02:37, 17 July 2006 (BST)
  10. Keep - Very nice. --Jimbo Bob ASSU! 02:38, 17 July 2006 (BST)
  11. Keep - I voted keep for the first one, so keep for this. - Boxy 03:19, 17 July 2006 (BST)
  12. Keep - This makes sense --Mookiemookie 03:52, 17 July 2006 (BST)
  13. Keep - A nice change, and a fresh change from all these crazy multi-step suggestions. Agent Heroic 04:51, 17 July 2006 (BST)
  14. Keep - Helpful and realistic. --Nob666 09:32, 17 July 2006 (BST)
  15. Keep - This is logical and reasonable. --Raystanwick 13:37, 17 July 2006 (BST)
  16. Keep - I like it. Jonny12 W! 15:35, 17 July 2006 (BST)
  17. Keep - I really don't see how it is needed, but I don't have anything against it. - HerrStefantheGreat 16:20, 17 July 2006 (BST)
  18. Keep - Really don't care too much about the difference between this one and the previous one. I'll keep either. --Rgon 16:40, 17 July 2006 (BST)
  19. Keep - Unless there is a technical problem, I see no reason for not having it. --Desperado 20:16, 17 July 2006 (BST)
  20. Keep - 100% pure boiled sense --Gene Splicer 22:00, 17 July 2006 (BST)
  21. Keep - I like it. I hate not being able to see how many other people are around when I visit Malls. I mean, without wasting a few of my valuable AP. Darkxarth 22:13, 17 July 2006 (BST)
    • Tally, 21 keeps! The other version will be withdrawn. Rheingold 01:24, 18 July 2006 (BST)
  22. Kill - Takes away from the fear. Say you see five names in one corner and the dots. Are there six survivors covering your back, or are there 60? Puts the fear of Zs in you. Makes you feel alive. I'd prefere something that gives approximate numbers. David Malfisto 22:44, 18 July 2006 (BST)
  23. Keep - What Sonny said. --Max Grivas JG,T,P! 19:41, 26 July 2006 (BST)
  24. Ham Who said ham!! i wqant ham!!! ham nooow!!!!!! I would want to see other survivors in a mall, escpecially if you could party with them!! WHERE IS MY HAAMM!!! --Poopman9
    • Invalid vote. --Brizth M T 19:07, 28 July 2006 (BST)
  25. Keep ON Wheels - Since the new "can only talk to 50 peopel" thing has pretty much nerfed malls, we need to know at leat how many people are here altogether!! This is almost NEEDED to make the game fair. --Poopman9 15:34, 29 July 2006 (BST)

Advance NecroNet Training

Timestamp: 02:00, 17 July 2006 (BST)
Type: Skill
Scope: All players
Description: As scientists practice using the NecroNet machinery they become more skilled in using it meaning that they are much quicker at using the machinery.

This idea is just for a skill for NT guys to spend 5Ap less on making a syringe taking it down to 15Ap for making one syringe. This means that scientists will be able to make one extra syringe on the whole (presuming they use 60Ap). So what does this mean to Zombies then if survivors can make more syringes? Well it'll mean almost nothing really. The NT guy would only realistically revive only 1.5 Zombies on average per day (Three Zombies over a two day cycle) for either manufacturing syringes at 15Ap or 20Ap each. Ok, sure in theory you could revive two Zombies in one day but that would mean the NT guy would be stuck out on the street alone and cold. So really the amount of revives wouldn't go up. What this means to the NT guys though is that they have 5 to 10 extra AP or so to spend for the day. This could be used to get to and back from safety without cutting it as close.

This skill would be located under NecroNet Access and cost the standard amount of XP for a skill under the science tree.

Votes

  1. Kill - extremely poorly written... you can already find syringes at about a 10% rate, so this is worthless. The 20AP cost is ridiculous as well--Sig.PNGtalk 02:04, 17 July 2006 (BST)
    • Re - Wow, you must have miss read it alot, this would change the making of syringes to 15AP from the normal 20AP. Not make something cost 20AP to do, anyway this is useful for people who don't want to waste IP hits on dropping items. - Jedaz 02:13, 17 July 2006 (BST)
      • Re - I in no way missread your suggestion. By the 20AP cost I meant the 20AP cost that is already in the damn game--Sig.PNGtalk 02:21, 17 July 2006 (BST)
        • Re - Oh, sorry. I misunderstood what you were saying. Anyway for reasons to why this wouldn't be exactly worthless see my discussion with Rheingold - Jedaz 11:26, 17 July 2006 (BST)
  2. Spam - No. Revives do not need to be altered. Sonny Corleone WTF 02:05, 17 July 2006 (BST)
  3. Kill - I don't share the POV of Sonny: Manufacturing IS in need to be altered: Today I found 2 syringes for 2AP, while manufacturing i wuold have wasted 38 more AP. But this either isn't enough, or isn't the way. --Matthew Fahrenheit YRC | T | W! 02:31, 17 July 2006 (BST)
    • Re - Anymore powerful and it would be a stop gap measure. I'm trying to create a skill that won't break the game once the numbers have stabilized. - Jedaz 10:14, 17 July 2006 (BST)
  4. Spam - No. Revives do not need to be altered. --Mookiemookie 03:02, 17 July 2006 (BST)
    • Re - I think I hear an echo, lol. - Jedaz 09:04, 17 July 2006 (BST)
  5. Kill - NO, revives don't need to be changed --BrainsYummy 03:23, 17 July 2006 (BST)
  6. Kill - I suspect that the reason that syringe manufacture cost is so high, is to stop zergers from using it (as there's no way to penalise the % hit rate). Pity really, but there ya go, good idea if there weren't cheats - Boxy 03:27, 17 July 2006 (BST)
  7. Kill This is still far weaker than powered searches which use 12 AP 8 AP. I never manufacture syringes. Just search. Idea's on the right track though... survivor numbers are in freefall and we need a boost. Rheingold 05:37, 17 July 2006 (BST) Thanks Matthew. Rheingold 05:54, 17 July 2006 (BST)
    • Re - So how will this hurt to have this implemented? If played right once every 9 days the survivor would be able to revive 4 more Zombies then normal. I reckon that should be enough to stop the freefall because half of the problem is peoples perception on how hard revives are to conduct. - Jedaz 09:57, 17 July 2006 (BST)
      • Re No, the smart survivor should be searching for syringes and reviving zombies at a total cost of 18 AP apiece instead of 30 with manufacturing or 25 with this suggestion. This idea is useless. I agree that something needs to be done (survivors at 43%! not a single mall has survived a siege since ransack!) but making the least optimal strategy slightly better doesn't cut it. Rheingold 11:12, 17 July 2006 (BST).
        • Re - But how many smart survivors do you know? If you remember there were alot more revives when manufacturing came along even though searching was much more efficent. This would change peoples attitudes towards revivification. Never underestimate what a change of thought could do. (Futher discussion should go onto the talk page) - Jedaz 11:25, 17 July 2006 (BST)
  8. Keep - Manufacturing syringes was put in when finding syringes was at an all time low and before powered searches made finding them ridiculously easy (SOMETHING needed to be done). This WON'T significantly alter the number of revives per day (since it doesn't affect the 10 AP cost to do a revive) and most people will still primarily search (even though people still DO manufacture). So if it doesn't actually "alter" revives and searching is still easier, how is this idea really BAD? If survivors are really in freefall this can't HURT that, can it? And, while this might not go far enough to correct the perceived imbalance, I doubt any SINGLE suggestion would (especially since it is Ransack that is primarily responsible and not the inability to revive).--Pesatyel 06:49, 17 July 2006 (BST)
  9. Kill - I agree that the manufacture cost is sort of obscene compared to search results, but I think the AP savings should depend on something more than just having the skill. Try to make it more interesting. --Ember MBR 15:10, 17 July 2006 (BST)
  10. Keep' - With the reasoning given in the suggestion, I don't see how this is bad... Jonny12 W! 15:37, 17 July 2006 (BST)
  11. Keep - Given the reasons provided, I don't think this would be a bad idea. --Rgon 16:48, 17 July 2006 (BST)
  12. Kill - I'm not paying 100xp just so that I can reduce manufacture rates to a level that still is less efficient than it is to search in the same building. --BBM 19:54, 17 July 2006 (BST)
  13. Keep - I don't think it will help much, but it certainly won't hurt. --Desperado 20:02, 17 July 2006 (BST)
  14. Keep - I like the idea, and think it can only help Revivers, even if some choose not to use it. Darkxarth 22:09, 17 July 2006 (BST)
  15. Kill - I'd love to see something help survivors, since we're 43:57 right now. Of course, as soon as we get it, the game will probably be thrown way out of whack again since all the updates tend to do that- but that's why I love Urban Dead! Anyhow, if we're gonna help survivors, we should do it in a new way, not by un-nerfing something that's already been done. --Ron Burgundy 01:40, 18 July 2006 (BST)
  16. Kill As Ember. David Malfisto 22:46, 18 July 2006 (BST)
  17. keep still think manufactured syringes should be different to found ones (and obviously better) but this is at least some help though halving the cost to 10ap would be more in line with search rates. however given the fact that as someone pointed out earlier manufacture is used for the convienience of zergers (& probably people who don't frequent the wiki) that might be going too far. someone please suggest an improvement to manufactured syringes rather than the process! i would but i am incompetant and keep screwing up the template/page!--Honestmistake 11:52, 22 July 2006 (BST)
  18. Kill - Fluctuating the find rate is an easier mechanic to affect balance. Leaving the 20AP is a great overnighter for the desperate. --Max Grivas JG,T,P! 19:46, 26 July 2006 (BST)
  19. Rocket Launchers - It would be WAAAY cooler if you could manufacture ROCKET LAUNCHERS at a lowered cost! woot!! --Poopman9
    • Invalid vote. --Brizth M T 19:07, 28 July 2006 (BST)
  20. Killit!!" This is not needed, and pretty much useless (unless you suffer a bad luck curse!)Sorry for the bogus vote above =*( --Poopman9 15:36, 29 July 2006 (BST)

Looting (revised)

Timestamp: 05:59, 17 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: A survivor with the Shopping subskill Looting is hardened by loss and self-sufficient. They've grown used to finding what they need to survive when alone and without interference or competition. In any non-ransacked building with no zombies and ten or fewer survivors they gain a 10% bonus to their search rates. This bonus does not stack with Bargain Hunting or the powered search bonus.

Small safehouses are dying out now that distributed defense has been nixed by the ransack upgrade. Unless we want the entire survivor population to condense in a few malls there needs to be a strategic advantage to spreading out. This is a balanced logical skill that gives a reason for smaller defenses.

Votes

  1. Keep Author vote. Because megamalls shouldn't be the only option. --Jon Pyre 06:00, 17 July 2006 (BST)
  2. Spam - It doesn't stack with Bargain Hunting...so what is the point in this suggestion if you can then get Bargain Hunting and get a bigger bonus? Sonny Corleone WTF 06:04, 17 July 2006 (BST)
    • Re Because this is for buildings OTHER than malls! --Jon Pyre 11:32, 17 July 2006 (BST)
  3. Kill "If you search in an unpowered building that's not a mall, you get a bonus." I don't see who would want to do that in the first place, but fine... The problem is your number, 10%. We have no clue what the actual bonuses for power, etc are. I have no idea if 10% is higher or lower than the power bonus. Rephrase this suggestion in proportion to in-game bonuses (i.e. "You would receive a bonus equal to half of what the bonus would be if the building were powered") and it gets a Keep. I hate nitpicking kills, but meh. Rheingold 06:10, 17 July 2006 (BST).
  4. Kill - Actually, we zombies are waiting until everyone falls back to Caiger, and then break this game forever. And I feel this is overpowered: 10 or less survivors in a building is pretty common, they have to work for their search bonus. Solution: bring a genny and fuel, and be useful to your friends too. --Matthew Fahrenheit YRC | T | W! 06:19, 17 July 2006 (BST)
  5. Kill I'm inclined to agree with Matthew Fahrenheit. Unfortunately, this does not alleviate one of the major problems of the game, the mall/NT-centric aspect of the game. While this would improve non-mall searches, the malls would STILL be the best place to be for searching. Once THAT is no longer the case, I think you could resubmit this idea and get a more favorable response.--Pesatyel 06:54, 17 July 2006 (BST)
  6. Kill - If you give survivors a generator-free bonus, powered buildings will become much more scarce. That's not really good for anyone. Yes, they'd have to spread out to get that bonus, and there's something to be said for population distribution. But I really like the cooperative gameplay that generators represent. It's already hard to find the hardware and fuel; let's not take away any of the incentive. --Ember MBR 15:07, 17 July 2006 (BST)
  7. Kill - As Ember and Pesatyel Jonny12 W! 15:39, 17 July 2006 (BST)
  8. Kill - I think the word "useless" springs to mind, along with "unnecessary" - HerrStefantheGreat 16:17, 17 July 2006 (BST)
  9. Kill - I'd like to see an incentive for people to occupy other areas than malls, but I don't think this is the way to do it, for reasons already stated (esp. by Ember). --Rgon 16:53, 17 July 2006 (BST)
  10. Kill - Exactly what Rgon said. --Desperado 20:03, 17 July 2006 (BST)
  11. Kill - As Rheingold. David Malfisto 22:47, 18 July 2006 (BST)
  12. killit!!! - Your first suggestion about this was better, this one is not needed, and it is already too hard to find fuel and generators --Poopman9 15:37, 29 July 2006 (BST)

Nerf Bargain Hunting

This suggestion has been Spaminated with 4 Spams and no non author keeps. I'm using my moderator powers to remove this suggestion, as per the rules.--The General T Sys U! P! F! 09:41, 17 July 2006 (BST)

Isn't there supposed to be 7 Spams before a suggestion can get removed?--Pesatyel 10:32, 17 July 2006 (BST)
Removing Suggestions "Eligibility for Spamination... In addition, A suggestions page Moderator can if they so choose delete any suggestion with three or more Spams as long as Spams outnumber Keeps. This includes their own spam vote." If you want further discussion take it to the talk page. - Jedaz 10:36, 17 July 2006 (BST)
Yeah, I considered it utterly and iretrivably broken. So I removed it as per the rules.--The General T Sys U! P! F! 18:11, 17 July 2006 (BST)
Oops, my bad. Never mind. It would help if I read the WHOLE rule.--Pesatyel 21:55, 17 July 2006 (BST)

Breakable Object

Timestamp: 15:13, 17 July 2006 (BST)
Type: Random Event
Scope: Survivors upon death.
Description: As the game stands now, items are either 'used up' or they last forever. I would propose that certain items have a small chance of breaking when the Survivor who carries them dies.

I suggest that any time a Survivor dies, check for 'breakable' item in their inventory being destroyed (2%). When the Survivor 'stands up' as a Zombie, they would get a message informing them of the breakage. The items and messages are as follows:

  • Crucifix - Your Crucifix has snapped in two
  • Wire Cutters - You dropped your wire cutters
  • Baseball Bat - Your baseball bat splintered, and is useless
  • Fire Axe - The head fell off your fire axe
  • GPS Unit - Something electronic was crushed
  • DNA Extractor - Something electronic was crushed
  • Mobile Phone - Something electronic was crushed
  • Radio - Something electronic was crushed
  • Ammunition - You lost some ammunition

Notes: I waffled somewhat on including the DNA Extractor in this list. Although it is, logically, fragile, it is also harder to replace than anything else here. In the end, 'flavor' won out. On the other hand, Wire Cutters are not highly fragile items, but they shouldn't be particularly eternal either. This also helps answer the 'why would anyone carry a knife' question, since Fire Axes now need to be replaced occasionally.

Votes

  1. - AUTHOR KEEP - I wrote this, and I think it would add something to the game. Jenny D'ArcT MPS 15:13, 17 July 2006 (BST)
  2. Keep - The only things I would care about in there are ammunition and a fire axe. Jonny12 W! 15:40, 17 July 2006 (BST)
  3. Spam - UD != NexusWar. And why can't Syringes break? You would think think they would be crushed fairly easy. – Nubis 15:47, 17 July 2006 (BST)
    • Re: The only consumable object I included was ammunition, which can be found in several locations. I can understand that you don't like the idea, but I'm confused as to why you voted spam rather than kill. Jenny D'ArcT MPS 17:03, 17 July 2006 (BST)
    • Re: I voted Spam simply because I don't want breaking or damaging items in the game in any way, shape or form. – Nubis 17:06, 17 July 2006 (BST)
    • Note - Blatant abuse of the spam vote. If you don't like it then vote kill.--The General-W! P! Mod21:28, 17 July 2006 (BST)
      • Vote unstruck. General, I disagree. Nubis gave a valid reason in his vote (the syringes not breaking), and his vote was not trolling, thus you had no reason to strike it. There is also plenty of precedent for people noting the difference between NexusWar and Urban Dead in their non-struck votes, so that is also not a valid reason to strike his vote. –Bob Hammero ModTP! 00:42, 18 July 2006 (BST)
        • No, but he effectively said that he was voting spsm simply because he didn't like the suggestion, I quote "spam is reservedfor the most ridiculous of suggestions, is this suggestion ridiculous?--The General-W! P! Mod12:26, 18 July 2006 (BST)
  4. Keep - I don't mind this. It makes for another reason not to die. The 2% is rolled per-item, correct? I tend to think that if this is implemented it should be implemented for all items. --Ember MBR 15:53, 17 July 2006 (BST)
  5. Keep - Makes sense. Sonny Corleone WTF 16:07, 17 July 2006 (BST)
  6. Keep - Items can be found so easily nowadays, that this would be a minor problem, but it gets my keep anyway. --Abi79 AB 16:09, 17 July 2006 (BST)
  7. Keep - I like the idea of losing items when you die, makes things more interesting. Al I have to say is, whatever the hell you do, don't put in partially damaged items and the like, I draw the line at that! - HerrStefantheGreat 16:16, 17 July 2006 (BST)
  8. Keep - Brilliant, nice touch with the knife. --John Z. Delorean 16:23, 17 July 2006 (BST)
  9. Keep-You made extra DNA Extractors useful again! EDIT: Though I would really like it if syringes were added in as a breakable item as well.--ShadowScope 16:58, 17 July 2006 (BST)
  10. Kill - Why firearms don't break? you have something against melee weapons? what happens to the Necrotech employee lvl 1 if he dies and his DNA extractor gets crushed? --Matthew Fahrenheit YRC | T | W! 17:07, 17 July 2006 (BST)
    • Re:I talked about this on the discussion page. Needing to replace guns or ammo seems reasonable, but both is a bit excessive. Originally I did not include DNA extractors in the list of breakables, for exactly that reason, but was convinced that the beginning NecroTech Employee can still get XP by using First Aid Kits. Although, if this is adopted, I'd hope that the initial information for the newbie NT would include a suggestion to find a 'spare' extractor before leaving the building. True, this does make what is a minor nuisance for other classes a serious hassle for the NT, but the consensus is that it's a more difficult class to begin with, so making it more challenging adds even more spice. Jenny D'ArcT MPS 17:20, 17 July 2006 (BST)
      • Re - Firearms need ammo, so they need constant search. When you seek for ammo, you end up with lots of extra weapons, with random number of bullets in them. Now tell me again why they shouldn't be included? Also, NT Employees (almost) never start in NT buildings. Also, what happens to the firefighter if he loses his axe? Now we all have to pick a FAK and start healing? I think ANY version of this suggestion will have flaws and I don't like it. --Matthew Fahrenheit YRC | T | W! 17:29, 17 July 2006 (BST) EDIT: This suggestion mainly nerfs the melee combat based survivors and non-combat oriented NT Employees so I don't like it. --Matthew Fahrenheit YRC | T | W! 17:33, 17 July 2006 (BST)
  11. Keep Makes life and death more interesting KyleTravis 17:37, 17 July 2006 (BST)
  12. Spam - Please don't touch my inventory. –Bob Hammero ModTP! 18:51, 17 July 2006 (BST)
  13. Keep - Are we forgetting that DNA extractors and fire axes are searchable items as well...? --Rozozag 18:54, 17 July 2006 (BST)
  14. Keep - I make my first vote in ages a Keep. -- Andrew McM W! 19:00, 17 July 2006 (BST)
  15. Kill - Don't mess with my items. --Swmono talk - W! - P! - SGP 19:06, 17 July 2006 (BST)
  16. Keep - A weak keep, but a keep. I guess it gives some other task to survivors...replacing broken items. --Mookiemookie 19:10, 17 July 2006 (BST)
  17. Kill I'm torn between keep and kill, but the fact that it messes with ammo/axe means I don't like. Agent Heroic This vote was made before 20:14, 17 July 2006 (BST). This is how you sign properly. --Matthew Fahrenheit YRC | T | W! 20:14, 17 July 2006 (BST)
  18. Kill - The only person I want screwing with my inventory is me. Plus, this almost breaks one of the Suggestion Do Nots. --Desperado 20:09, 17 July 2006 (BST)
  19. Kill - Don't mess with inventory. What happens to new survivors who lose their main attack weapons, or lose a DNA extractor as the main means of XP? Not fair to new survivors and survivors in general. Sorry but no. --Kamron 20:22, 17 July 2006 (BST)
  20. Kill - I love it! BUT... You are missing flak jackets. This suggestion would be way more balanced, if there would be a change to break your flak on death. That way it would effect zombies as much as survivors. Guns should also break. --Niilomaan 20:35, 17 July 2006 (BST)
  21. Kill - For the love of God, don't mess with my items! --Paradox244 20:59, 17 July 2006 (BST)
  22. Keep - It is ONLY a 2% chance on dying and Niilomaan, zombies die SO frequently they would quickly lose all their items. If ,as Kamron says this is "unfair to new survivors" imagine ZOMBIES that get revived. Pipes, knives and crowbars are NOT affected, giving them greater use. Loose your primary weapon? Use a non-breaking backup weapon until you can find another. Fire axes, DNA extractors and ammo are VERY easy to find. As a comparison, how often are you able to hit with a Flare Gun (without training)?--Pesatyel 21:50, 17 July 2006 (BST)
  23. Kill - I like the flavour, but not the repercussions. I'm still in favour of break through use, though --Gene Splicer 21:57, 17 July 2006 (BST)
  24. Keep - I wouldn't want my stuff to break, no one would, but I think it does add some variety to the game. Darkxarth 22:02, 17 July 2006 (BST)
  25. Kill - Regretfully, because I like the idea, but it will make the game harder for the newbies. --Tico 22:48, 17 July 2006 (BST)
    • Re - Any thoughts on how one could implement breakable objects without making the game harder for newbies? Jenny D'ArcT MPS 22:59, 17 July 2006 (BST)
  26. Kill - Maybe don't let things break until level 4 (?). Then tell characters on leveling up that they have noticed wear and tear on the equipment which will hamper it's functionality and to be prepared to replace stuff. --Darth Sensitive talkW! 23:48, 17 July 2006 (BST)
    • Re - I like that. If I run a V2 I'll use it. Jenny D'ArcT MPS 16:26, 18 July 2006 (BST)
  27. Kill - why?--Sig.PNGtalk 00:02, 18 July 2006 (BST)
    • Re - Because it makes searching more interesting. Right now, if I get a second DNA Extractor or GPS unit it's an annoyance. This would give me at least a tactitcal decision - whether the inventory slot better used for an FAK or a spare extractor. Jenny D'ArcT MPS 16:26, 18 July 2006 (BST)
  28. Kill Yet another "make the game more annoying for survivors" suggestion. Have you not noticed we're at 43% of the population now? If searching produces too many items too fast, then nerf searching, don't make the game unplayable for newbies. Rheingold 01:33, 18 July 2006 (BST).
  29. Kill - Don't mess with someone else's inventory. Can you imagine all the "My gun disappeared, I think I found a bug" emails Kevan would get from something like this- even if you added an "x, y, z things broke" message? Besides, survivors are already down 43:57. Dare I say, it's time for a survivor-friendly update? --Ron Burgundy 01:34, 18 July 2006 (BST)
  30. Kill If zombies shouldn't have their bites or hand attacks temporarily disabled after dying survivors shouldn't have their axes and guns break either. This isn't even a skill or new kind of gameplay, it's just a random nerf. Here are some more random pointless nerfs: after survivors die they don't gain AP for 10 hours, after survivors die they can't search for two days, after survivors die their name is changed to "(player's original name) sucks" --Jon Pyre 03:02, 18 July 2006 (BST)
  31. Kill I like the idea but its simply unfair, not to mention messes with other peoples' inventories in really bad ways. AllStarZ 05:58, 18 July 2006 (BST)
  32. Kill - As John Pyre said. Youronlyfriend 06:13, 18 July 2006 (BST)
  33. Spam - Leave my inventory alone. Leave other people's inventories alone. Don't take away a level 1's only way of getting XP. UD /= NW. Zs don't need ANOTHER boost (yet). Fails "Make it Fun". Nerfs survivors biggest advantage (communication - I sure don't want to have to look for ANOTHER phone or radio with my survivor alt). SSSS. David Malfisto 22:52, 18 July 2006 (BST)
  34. keep - this only just makes a keep for me as i don't think its very easy to break a shotgun shell! however take into account that this could just as easily be seen as items lost during the combat and it makes more sense. one last note: every item with the possible exception of the crowbar (virtualy indestructible) should be subject to this and if it is going to include the chance to 'lose' small sturdy stuff like ammo even the crowbar should be included.--Honestmistake 12:04, 22 July 2006 (BST) EDIT: just re-read the flavour text and it does say ammo is lost, well done my oops. in this case i stress again that all items should be included...--Honestmistake 12:05, 22 July 2006 (BST)
  35. Kill - good flavor, but I think this is way too hard on newbies who don't have skills like bargain hunting, it makes it very frustrating for them to replace valuable items like a mobile phone or fire-axe, and the loss of many such items makes XP gain difficult, making it harder to get bargain hunting. --Kiltric 19:08, 23 July 2006 (BST)
  36. Kill - Search rates already limit access enough and a rotters flack jacket would need to be first on the list of items wanting to wear out. --Max Grivas JG,T,P! 19:52, 26 July 2006 (BST)
  37. Bob Hammero - This suggestion stinks as bad as he does!! he strikes all my votes!! i h8 him!!!!!!!! --Poopman9
    • Invalid vote. --Brizth M T 19:07, 28 July 2006 (BST)
  38. Keep i LOVE the idea of random events, so i vote keep. Sorry Bob Hammero, i didn;t mean that above vote. --Poopman9 15:40, 29 July 2006 (BST)

Attack Interface

Timestamp: Monday, July 17th, 2006 2:34 PM
Type: Game Interface
Scope: All attackers
Description: AP takes a while to regenerate, and if you do something on accident, there is no way to undo or redo. My suggestion is to make a seperate button for attacking other players, with a dropdown menu for each player. This will enable people to attack other people instead of, on accident, smashing at the barricade of a building since that is the default option. Adding a seperate button to attack players would enhance player-to-player interaction and increase the total amount of experience gained (I've spent at least 70 AP smashing at barricades when I intended on attacking another player).

Votes

  1. AUTHOR KEEP - I think this would allow more player-to-player interaction. Almighty David Monday, 17 July, 2006 2:34 PM (EST)
  2. Kill - Why add more stuff to clutter up the page?--The General-W! P! Mod20:30, 17 July 2006 (BST) 19:45, 17 July 2006 (BST)
    I'm sorry General but you will have to sign again. Remember that in this version of the wiki you can't use a template inside another one, i.e. your sig template inside the suggestion's one. --Matthew Fahrenheit YRC | T | W! 20:07, 17 July 2006 (BST)
    Unstruck, i'm fixing it. But my vote is still valid even if I don't.--The General-W! P! Mod20:30, 17 July 2006 (BST)
    It was struck because your sig linked to nothing. Now that you changed it, it's OK, and it's OK too if you unstruck it yourself as any other user in fault does. --Matthew Fahrenheit YRC | T | W! 20:36, 17 July 2006 (BST)
  3. Kill - If you've spent 70AP, maybe it's time to slow down and look at what you're clicking on before you click the attack button. This would clutter way too much, especially in malls and resource buildings. --BBM 19:55, 17 July 2006 (BST)
  4. Kill - I prefer the elegance of a multi-purpose menu. --Ember MBR 20:08, 17 July 2006 (BST)
  5. Kill - I believe in simplifying the interface, not adding stuff to it. I see no benefit from this suggestion, and it adds stuff to the interface. Hence the kill vote. --Desperado 20:13, 17 July 2006 (BST)
  6. Kill - Same as everyone else. --Matthew Fahrenheit YRC | T | W! 20:24, 17 July 2006 (BST)
  7. Kill - I'm not sure what you're proposing? The possible situations I can think of, both of which I'd kill, mean either you get one pull down menu populated with players, and one pull down populated with generators/barricades/radios, or one pull down of attack options for every instance of attackable objects in your area. If you mean you've wasted 70AP in your game-career, that's not so bad, if you've managed to waste 70 consecutive AP, I have no sympathy for you anyways. It's not a tricky interface in the least. --Burgan 20:36, 17 July 2006 (BST)
  8. Kill - No need. If you are stupid enough to keep blindly hitting the wall after your target has left, then maybe your char should get their head checked. --Niilomaan 20:37, 17 July 2006 (BST)
  9. Kill - wow, you spent 70 AP attacking something other than your intended target? then you need to get glasses, not a new button. The current system is fine. Ybbor 21:47, 17 July 2006 (BST)
  10. Kill -Pay attention to what your doing BEFORE you do it. Except for mall sieges, live combat is relatively rare, meaning you don't HAVE to hurry to hit the buttons.--Pesatyel 21:53, 17 July 2006 (BST)
  11. Kill - The current system is fine. It's a game, not a clicky clicky zombie shooting gallery. --Mookiemookie 23:39, 17 July 2006 (BST)
  12. Kill - Just because you are too dim to notice that you're attacking the barricades doesn't mean that the rest of us are. We don't need more clutter than there already is without good reason, and this reason ain't good at all. –Bob Hammero ModTP! 01:26, 18 July 2006 (BST)
  13. Kill - if you are so dumb as to waste 70AP... you deserve to lose it--http://img55.imageshack.us/img55/1257/sigtz4.png 01:42, 18 July 2006 (BST)
  14. Kill 70AP?? So you messed up, then came back 10 hours later and messed up some more? --Jon Pyre 03:05, 18 July 2006 (BST)
  15. Kill - Really don't see this as a significant problem. No reason this change should be instituted. --Rgon 05:15, 18 July 2006 (BST)
  16. Kill - Think first. Push buttons later. (Heh, I just described my job.) David Malfisto 22:54, 18 July 2006 (BST)
  17. Kill - The attack buttons work well. Look before you leap. --Max Grivas JG,T,P! 19:55, 26 July 2006 (BST)
  18. Your Mom - As stoopid as your mom, this suggestion helps newbs!! I h8 newbs!!! H8!!! --Poopman9
    • Invalid vote. --Brizth M T 19:07, 28 July 2006 (BST)
  19. KIll - just die, stoopid idea, sorry for the bogus vote above --Poopman9 15:41, 29 July 2006 (BST)

Black People

Suggestion moved to Humorous Suggestions, despite the utter lack of humor, and the offensive, racist nature of the suggestion. You are not allowed to place humorous suggestions on this page. –Bob Hammero ModB'cratTA 01:11, 18 July 2006 (BST)

Moved the discussion to the Talk:Suggestions Page. The main Suggestions Page isn't the place for any extended discussion. --Matthew Fahrenheit YRC | T | W! 04:06, 18 July 2006 (BST)

Bob, i h8 u, u take away al the funny suggestions and votes. Who said the wiki should be serious! --Poopman9