Suggestions/18th-May-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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VOTING ENDS: 1st-June-2006

Upgraded Firearms

In an apparent attempt to see how many spams we could get before someone noticed, this suggestion was spaminated 19 Spams, 4 kills, 0 keeps. Kindly flesh out your suggestion a little more next time. I recommend this. - Velkrin 07:52, 18 May 2006 (BST)


Construction, revised

Timestamp: 08:03, 18 May 2006 (BST)
Type: Skill
Scope: survivors
Description: (I suspect something similar to this has been suggested, but I didn't see it in the archived suggestions. Sorry in advance if this idea has already been presented.)

Construction, currently one skill, would now become 3 skills, each costing 100 XP and ascending in hierarchical order just like firearms: Construction - Repair - Engineer (or something).

Construction would let you build barricades, but only up to VS+2. Repair would let you fix ransack damage. Engineer would let you build barricades as usual per the current rules.

Rationales:
Game logic: Why not? It's not like people are innately good at fixing stuff or building barricades. Note that shopping is a skill in this world. Everyone wants more stuff to spend XP on.

Game Balance: As the balance is shifting back towards humans again, this might be a slight enough alteration to tip the scales back the other direction. I don't think this would unduly grief noobs, and it puts some teeth in ransacking.

Votes

  • Abstain Kill - Interesting. The idea has come up before, either here or on the forums. Too lazy to look for it. Anyway, my reason for kill is that you didn't provide the hierarchy. Is it Con -> Rep -> Engy? Con -> Red = Engy, etc. Velkrin 08:10, 18 May 2006 (BST) Edit: Well that teaches me to read late at night. Not a bad suggestion, but I think Engineer should be on the same level as Repair. Helps out the newbies a bit, a diffrent name might be a good idea as well. Velkrin 08:21, 18 May 2006 (BST)
  1. Keep - Exactly. Why not? --Cyberbob240CDF - U! - WTF 08:19, 18 May 2006 (BST) Edit: Go with Velkrin's advice on his edit. --Cyberbob240CDF - U! - WTF 08:31, 18 May 2006 (BST)
  2. Kill - You don't need to be an engineer to stack vending machines. Construction is fine as it is. - Jedaz 08:33, 18 May 2006 (BST)
  3. Kill -Unfortunately, this penalizes the higher-level survivors with retroactive penalties. I can't see anyone going for that. And just because maxed-out players have extra XP to spend doesn't mean we need to create new ways to waste it...--Xavier06 09:27, 18 May 2006 (BST)
  4. Dupe - near dupe of Skill_Alteration:_Survivor#Construction_Levels that --ramby T--W! - SGP 09:41, 18 May 2006 (BST)
  5. Kill Xavier summed it up. Don D Crummitt 10:15, 18 May 2006 (BST)
  6. Dupe - I have to agree with ramby. This is a near Dupe of that one. --Steel Hammer 10:37, 18 May 2006 (BST)
  7. Kill - Leave barricades alone. Do not even mention something that has to do with them. Sonny Corleone WTF 12:15, 18 May 2006 (BST)
  8. keep - just about a keeper, i like the concept but can't see a fair way for it to implemented unless a second version of the game were to be started. As for leaving barricades alone; Why? This does not nerf them in either direction it just limits how early you can build the really strong ones.--Honestmistake 13:08, 18 May 2006 (BST)
  9. Dupe - As above. --Timid Dan 14:26, 18 May 2006 (BST)
  10. Kill I like the idea of needing higher levels of construction to build stronger barricades, but what kills this is the idea that you need a skill to undo Ransack. Doing so griefs newbies since if they start out in a heavily ransacked suburb, they won't be able to search for any ammo or better/multi-use weapons, which gives less use to privates and cops since their ammunition is limited and goes down fast. Take out the need for a skill to undo ransack, and I'll reconsider. --Volke 14:51, 18 May 2006 (BST)
    • re I suggested that and it got spamminated! Mattiator 16:24, 20 May 2006 (BST) Caught not reading. Mattiator 16:27, 20 May 2006 (BST)
  11. Dupe - Well i was going to say dupe but i got beaten here. this is pretty much the same as the linked suggestion, only that ransaking wasnt in the game at the time. But im sure if it was it would prabably have been in there. Nazreg 14:55, 18 May 2006 (BST)
  12. Keep - It's not a dupe, the other one goes from lightly to VSB to beyond. Which is frankly not a good idea, as building up to lightly is almost useless. This is much, much better. I also like requiring a skill to fix ransack damage. --John Ember 14:58, 18 May 2006 (BST)
    • re I suggested a skill required to fix ramsack damage and it was spaminated!!!! Mattiator 16:27, 20 May 2006 (BST)
  13. Kill - It's not quite a dupe, but it's also not enough of an improvement to keep. And taking away existing skills is bad juju. --Dan 15:49, 18 May 2006 (BST)
  14. Dupe - [[1]] This is a dupe of my idea.--SpicyDragonZ 17:34, 18 May 2006 (BST)
  15. keep - not really a dupe and would downgrade barricades just enough, without nefing them too much!--xbehave 19:05, 18 May 2006 (BST)
  16. Keep - Ransack is in the game now, so it's not a dupe - just a good idea. --Norcross 21:08, 18 May 2006 (BST)
  17. Kill - Change it as Velkrin suggested (Repair and Engineer on the same level) Even without the Ransack addition, this is better than the previous version it is duping. --Pesatyel 21:27, 18 May 2006 (BST)
  18. Dupe - I'd vote spam on the basis that repair ransacks should not be a skill, let alone a second tier skill... but meh. David Malfisto 22:48, 18 May 2006 (BST)
  19. Dupe - As above. But if it wasn't, this would be a Keep...which would make it my fourth today, and herald the dawning of the apocalypse. Blood would run through the streets, women and children would be ground unto bone for demonic succour, and the manliest of men would be reduced to quivering hunks of meat by the hooks of the damned. You're lucky this is a duplicate, champ. To those of you zmobies who dislike this: I would remind that it makes fixing a ransack, for which survivors receive free AP, somewhat less cost-efficient. Consider. --Undeadinator 23:03, 18 May 2006 (BST)
  20. Kill -Sure people want stuff to spend xp on, but needing to get a skill to repair building damge would suck for low levels who need FAKs. Imagine just loging in for the second time ever, and your down to 10 hp and infected. You walk to a hospital, and with 7 hp left, you find it ransacked. You can't repair the damage, so you look for another hospital, and since you just started, you don't know about the maps and probably over looked the button that leads to the wiki. Then you die, think it's permenent, and quit. The person saved today, could be the same person head shoting a zombie chewing on your arm a couple months down the road. Think about it.--Labine50 MHG 23:21, 18 May 2006 (BST)
  21. Dupe - Dupe AND I don't like it. --HamsterNinja 23:34, 18 May 2006 (BST)
  22. Kill - Ransack is the problem for me. Requiring a skill to repair ransacked buildings is harsh on newbies, and requiring TWO skills to do it is harsher --McArrowni 00:38, 19 May 2006 (BST)
  23. dupe - see above. Very, very close. I like this, but I have to vote dupe... Mattiator 16:24, 20 May 2006 (BST)

Keys and Passcards

Timestamp: 08:09, 18 May 2006 (AEST)
Type: Item
Scope: Survivors
Description: (Not exactly sure of the specifics/mechanics, but I thought it was a good idea.)

Keys and Passcards Everytime you search a building, you have a small chance (say, .5-1%) of picking up a key for the building (or Passcard for NecroTech buildings). This would both increase a survivor's chance at finding items (since you have the key, you would be able to access more of the building) and different items altogether (Say, using a Club Key would have a small chance of finding a pistol (something that would usually be kept in a lockbox) or a mobile phone. These keys would be building type specific, for example a PD key would be useless in a Motel. The key would take up one item space (for balance). For balancing purposes it would be harder to find a PD key or a Mall key than a Motel key.

Furthermore (and I realise that this would be harder to code) you could have building specific keys (this would be more realistic), for example a key for Club Margesson wouldn't do anything in Club Kempster.

Rationales:
Game logic: This would add an element of specialisation to the game, and add to the roleplay (you'd expect be familiar with a safehouse that you've frequented for a while, or a specific type of building).

Game Balance: This wouldn't be too much of an advantage for survivors, (the more keys you carry, the less you have for weapons/ammo), and the actual chance of finding a key for a building would be rather small. Further more, if it is still considered unbalanced (and I don't actually suggest this) the keys could have a small chance of being lost/broken with each search.

Votes

  1. Kill - I think it's pretty much useless. If I want to search for a Pistol, there's no way I'm going to hope for a key, then hope for a pistol while searching in a club. -- Tirion529 11:50, 18 May 2006 (BST)
  2. Keep - That wasn't the intention, you shouldn't be relying on this to actually find a pistol in a club (that was just an example). It just adds some variety to the game, and a slight advantage for your "home base" --TheWay(Ned) 11:55, 18 May 2006 (BST)
  3. Kill - Too complex and not needed - Jedaz 11:56, 18 May 2006 (BST)
  4. Kill - So that would award camping on one area? Also it sounds like much work for little good. --Niilomaan 11:58, 18 May 2006 (BST)
  5. Kill - ZOMGMINOTAURS. Sonny Corleone WTF 12:17, 18 May 2006 (BST)
  6. Kill - No one would ever use this. Also, this is not Metal Gear. --Mookiemookie 12:32, 18 May 2006 (BST)
  7. Kill - TOO COMPLEX. Assume everyone playing is 12 years old. I'm sure you can understand how much this would be for their tiny minds. --Cyberbob240CDF - U! 13:26, 18 May 2006 (BST)
  8. Kill - Too complex in it's current format. --Timid Dan 14:27, 18 May 2006 (BST)
  9. Kill - An interesting idea. Keep trying. But it has too many gaps with "maybe"s, and it would be improved by filling them in. At this point it belongs in Developing Suggestions on the talk page, not here. I don't think the complexity level is a problem -- depending how the "maybe"s get filled in. It's complex to describe, but it wouldn't be complex to just have "Key from Club Tremlett" in your inventory and either drop it or not. --Dan 15:55, 18 May 2006 (BST)
  10. Spam - Fills your invintory. I would like to see keycards to Ciager though... 343 17:18, 18 May 2006 (BST)
  11. Kill - You already have powered searches, you don't need another boost to searches. Velkrin 17:57, 18 May 2006 (BST)
  12. Keep - As a sidenote, it'd gently encourage people to stick to the same area for a while which would lead to more interesting situations - for example it's more interesting to be killed by the same guy three times than by three random strangers. And specialization too:- huzzah! --Toejam 19:07, 18 May 2006 (BST)
  13. Kill - I like the idea, but Velrkin is right: searching is already very fruitful in powered buildings. If you choose to resubmit this, please outline what the "special" items would be in each unlocked type of building. --John Ember 20:21, 18 May 2006 (BST)
  14. Kill I'm not even sure WHAT I'm voting for here. Does this REPLACE the current search idea? I don't think that is the case, but it sounds more like a "specific item search" (use the key, find the pistol). In addition, there isn't any info on search %. For example, in the suggestion, using a Club Key allows you to find a Pistol or Mobile Phone, something normally not found, but at what %? 100% to find SOMETHING, but 50-50 for the phone or the gun?--Pesatyel 21:35, 18 May 2006 (BST)
  15. Kill - Uh... nuh. David Malfisto 22:50, 18 May 2006 (BST)
  16. Kill - This Kill is a weak Spam which is an antithetical Keep which is in turn A Vote For Saps. --Undeadinator 22:58, 18 May 2006 (BST)
  17. Kill - The idea has merit, but requires more work. The passcards idea for NecroTech buildings makes more sense though - and it shouldn't unbalance the game. --Darkstar949 23:52, 18 May 2006 (BST)
  18. Keep - Adds variety, and may make people want to visit other places to use their keys. Also could be more frequent to find in buildings that are otherwise low on interesting items (motels, towers, etc.). --McArrowni 00:44, 19 May 2006 (BST)
  19. Kill on a Plane! ... Oh, wait.--Wifey 01:17, 19 May 2006 (BST)
  20. kill! like a lone zombie in Caiger mall. This is just too complex at the moment, but this is a very good idea that could be useful in certain instances and makes a lot of sense. Mattiator 16:34, 20 May 2006 (BST)

Cigarettes

  • Withdrawn by author. From the comments, it appears that whilst a fairly popular suggestion, many people find the idea of cigarettes-in-game offensive. Especially when they have phallus-related names. What a shame, who didn't want to stick a Cockstroke Strike in their mouth? Don D Crummitt 16:37, 19 May 2006 (BST)

Mentor

11 Spams out of 18 total, more spams than keeps. Auto-defence = bad. --Brizth mod T W! 01:33, 19 May 2006 (BST)


Combine

Dupe of Redistribute Ammunition, with 4 Dupe votes.--The General W! Mod 21:59, 18 May 2006 (BST)


GPS Improvement

Timestamp: 19:18, 18 May 2006 (BST)
Type: Item Improvement
Scope: Survivors with GPS Units
Description: Currently, the GPS Unit is largely useless due to the Urban Dead map and therefore takes up a slot in your inventory with a worthless item. However, to improve the item GPS Units could be given the ability to show you the co-ordinates of other people (I have no idea whether this is possible on those small GPS Units; but hey, this game has infinite shops and people sleep for 23 hours and 55 minutes a day). It would work in the following way:

1) Person 1 and Person 2 both pick up GPS Units.

2) Person 1 adds Person 2 to their contacts list. Person 2 does the same with person 1.

3) Person 1's GPS Unit now has a drop-down menu of people who are on his contacts list and who also have him on their own contacts list.

4) Person 1 can expend 1 AP to find out the co-ordinates of anyone on the drop-down menu. This would even work if Person 2 was a zombie. However, the player who is trying to find the co-ordinates must be a human in order to use the GPS Unit.

The way I figure it, this will help people group together if, for example, a group's safehouse has been broken into and everyone has scattered. It would be faster than trying to contact everyone with a Mobile Phone and then waiting for them to reply, by which time you may be asleep or offline. There's also little potential for griefing as both players need to a) have a GPS Unit and b) have each other on their contacts lists. Therefore, in order to escape a PKer who hunts you down again and again (should such a case occur) all you would need to do would be to delete them from your contacts list or drop your GPS Unit.

Votes

  1. Kill - I'm not sure about this one. Erm...are you saying that this only happens if the players are on each others contacts list? If so this is a keep vote, if only one person has to have the person on their list then its a kill. Keep After clarification I think it's a good idea and would be useful for people in groups to keep track of their lower level members. -- Krazy Monkey 19:29, 18 May 2006 (BST)
    • Re - As Cerebrus13 has said, both players need to be on each others' contacts lists. As mentioned in the final paragraph, this was done to prevent griefing. --Lord of the Pies 20:12, 18 May 2006 (BST)
      • Re - Ok I was just making sure I'd read it properly. It's definetly a keep from me. -- Krazy Monkey 08:50, 19 May 2006 (BST)
  2. Keep a) have a GPS Unit and b) have each other on their contacts lists. --Cerebrus13 19:48, 18 May 2006 (BST)
  3. Kill and resubmit - I like the basic idea, but you should need a phone and a working phone mast in order to have this kind of communications setup. Edit: I've changed my mind about my original reason. What I said would be too much of a requirement for the benefit it gives. But I'm leaving it a kill for the moment, because of Timid Dan's point about wanting to keep enemies on your contact list without letting them find you. And the preamble isn't true: a GPS doesn't take up an inventory slot unless you decide not to drop it, in which case you think the GPS is worth keeping. --Dan 19:50, 18 May 2006 (BST)
    • Re - That wasn't the main focus of the improvement...but the point about Mobile Phones and Phone Masts has been taken into account. --Lord of the Pies 20:12, 18 May 2006 (BST)
  4. Keep - Good job addressing the griefer issue. --John Ember 20:18, 18 May 2006 (BST)
  5. Keep - What Dan is suggesting would actually be close enough to this [[2]] to arguably be considered a dupe. I think this works well enough. --Mookiemookie 20:24, 18 May 2006 (BST)
  6. Kill - Could be used against its purpose, we all keep lists of PKers in our contact lists so if we see them we can kill them all person would have to do is find you once and it is easy hunting. --Marie 20:48, 18 May 2006 (BST)
    • Re - You could just keep a list of people who PK you somewhere else. Additionally, if you keep a permanent list so that you can keep on killing PKers whenever you see them then you're being rather hypocritical. --Lord of the Pies 21:13, 18 May 2006 (BST)
  7. Kill - With a bullet. I have PK'ers on my contact list so I know not to revive them at revive points. If they mutually contact me, they can track me everywhere. Bad idea until the contact list discerns friend/foe contacts --Timid Dan 20:50, 18 May 2006 (BST)
    • Re - Fair point. However, a suggestion for Contacts list categories has already been approved, and the chances of this getting implemented into the game if it's successful aren't exactly good. If successful it would become part of the imaginary Urban Dead envisaged on the Reviewed Suggestions page, which does include Contacts list categories. --Lord of the Pies 21:13, 18 May 2006 (BST)
  8. Keep - even if you add the PKer who killed you, unless he added you to his list - you couldn't track him. --Porgon 21:41, 18 May 2006 (BST)
  9. Kill - I can see this being a fun thing, I have a PKer who is in a private PKing war with one of my accounts. We have been exchangeing text messages for a few days so I know we'd both see where the other is. But I still have to vote kill because there is no reason why a GPS unit can detect where another is without them both transmitting locations, something that I have never heard of GPS units doing on a city-wide scale. --Teksura 21:56, 18 May 2006 (BST)
  10. Keep Guys, a suggestion like this, you gotta stretch "realism" a little. While realism is a necessary element to a suggestion, this particular one isn't THAT big a deal to be killed/spammed because of it. The point is to make a currently useless item useful. If your going to argue realism, then we'll have to stop running around with 20 shotguns (among other things).--Pesatyel 22:36, 18 May 2006 (BST)
  11. Keep - Although I'd have to manage my profiles for PKers and such differently... *shrug* -- Buncy T GBP 22:38, 18 May 2006 (BST)
  12. Keep - WHAT IS HAPPENING TO ME!? GENETIC MATERIAL...CHANGING! EYES LOSING HATEFUL GLAZE! VOTING...KEEP!?!? --Undeadinator 22:49, 18 May 2006 (BST)
  13. Kill - Add in requiring mobile phone mast coverage and you've got my vote. David Malfisto 22:59, 18 May 2006 (BST)
  14. Keep - Me likey. -Wyn (talk!) 23:14, 18 May 2006 (BST)
  15. Keep - Although I agree that the mobile phone mast should be working. --Darkstar949 00:00, 19 May 2006 (BST)
  16. Keep - DAMMIT!! Think of the children! Won't somebody please think of the children?!--Rozozag 00:38, 19 May 2006 (BST)
  17. Keep - If you cut me Betty, I bleed. Do you bleed Betty? *stab*--HamsterNinja 00:55, 19 May 2006 (BST)
  18. Keep - Mmm.--Wifey 01:14, 19 May 2006 (BST)
  19. Keep Goes without saying you'd need to have contact categories too. You wouldn't need phone mast coverage though since a GPS unit relies on a satellite signal. Which is why you can use them in the middle of the pacific ocean. --Jon Pyre 01:56, 19 May 2006 (BST)
  20. Author Keep - What the hell, I'll vote for my own suggestion. --Lord of the Pies 07:03, 19 May 2006 (BST)
  21. Keep - whats with the random keeps? oh well. i like gps suggestions when there done well. Nazreg 15:28, 19 May 2006 (BST)
  22. keep - i can't believe I've only just seen this suggestion! Definately sounds good. --HerrStefantheGreat 14:47, 20 May 2006 (BST)
  23. Keep - Good idea. Voting so that it gets to be Peer-Reviewed.--ShadowScope 15:28, 20 May 2006 (BST)
  24. keep - I like it. Good for keeping contact with your allies. we just need to be able to mark people as friend or foe for this to be perfect. Mattiator 16:37, 20 May 2006 (BST)
  25. Keep - the strong building in the middle of a castle complex. I like the idea. Adds a nice way to find, in a non-metagaming way, where exactly friend Y is with his 3 HP. Though GPS doesn't work in the mobile phone network, for game mechanics, I suppose a working mast would be a must with this (to limit it ou a bit)--William Raker 17:56, 20 May 2006 (BST)

Attack a Random Zombie

Withdrawn by author. McArrowni was right, so I resubmitted it with his change. --Dan 01:52, 20 May 2006 (BST)