Suggestions/18th-Sept-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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removed by --CrimsonD 18:06, 18 September 2006 (BST)


Deathly Moan: A Zombie Communication Skill

Timestamp: Jon Pyre 07:24, 18 September 2006 (BST)
Type: Skill
Scope: Zombies
Description: Zombies groan loudly when they see a human. But they are constantly moaning at a quieter volume. Just think back to the eerie sounds crowds of zombies make in movies before they get all excited at the sight of prey.

Deathly Moan would be a subskill of Death Rattle allowing the zombie to emit a continous noise. Zombies with Deathly Moan would have a new moan button on their interface with a drop down menu. The moan options would be none, excited, mournful, pained, angry. They would mean the following: An excited zombie would signify that the zombie knows humans are in the area but can't reach them, a mournful zombie doesn't know where to find humans, a pained zombie has found humans but is badly outnumbered, an angry zombie is in a crowd vastly outnumbering the humans in the area.

Once a moan is set (for 1AP) it stays that way until the player changes it, or until the zombie is killed. It's too quiet for humans to hear from a distance and even zombies can't detect it unless they Listen, for 1AP. A listen button would be added to the interface of all zombies to allow them to do this. When they listen they'd get a message telling them the location of the 3 largest crowds of excited, mournful, pained, and angry zombies in the immediate area. That's 12 directions the player would receive. It'd just look like this:

You hear excited groans from 2w 5n, 1e 2s, 4w 1s, mournful moans from 3n 1w, 6s 1e, 2s 2e, pained moans from 1w 2s, 6n 1w, 2e 4n, and angry moans from 5s 1w, 3e 3n, 2s 4e.

This would provide a way for zombies to canvas the area and get their peers' opinion of several locations. Just listen and you'll find out where zombies are trying to break in, where not to bother, a place that could use reinforcements, and a massacre waiting to happen.

Keep Votes

  1. Keep Author vote. A useful communication skill for zombies. --Jon Pyre 07:24, 18 September 2006 (BST)
  2. keep ive changed my mind zombies need all the help they can get but I must say this is wierd Blazefire 07:30, 18 September 2006 (BST)
  3. keep I see no harm in expanding on the moans, if they are balanced and don't cause spam. This one foots the bill. MrAushvitz 17:56, 18 September 2006 (BST)
  4. Keep - No-one is forcing you to listen to these moans. It's like flare action. David Malfisto 18:13, 18 September 2006 (BST)
  5. Keep I don't see a problem with expanding moans. --Grigori 20:27, 18 September 2006 (BST)

Kill Votes

  1. Kill - Probably everyone will activate this for 3 days or so, then everytime they die they will either forget to activate it or not want to spend the AP, so there will be hardly as many moans to be heared, and not any "crowd of moans" to speak of. The "Listen" command will then be even less useful than "Scenth Death". --Matthew Fahrenheit YRCT+1 07:36, 18 September 2006 (BST)
    • Re It's a single measely AP and it lasts until you're killed. Well worth the cost. And even if only 1 out of 10 zombies bothers to moan they'll still be useful for newbie zombies hunting for hordes. --Jon Pyre 08:07, 18 September 2006 (BST)
  2. Kill - Hunting for hordes is what Scent Death is for, Feeding Groan takes care of letting zombies know where humans are. Really, I'd rather a version of Feeding Groan for barricades. This just does a lot that I don't think would be useful. --Pinpoint 09:04, 18 September 2006 (BST)
  3. Kill - I don't think it's needed. This is a nice new template don't you think? ;) - Jedaz - 01:00/22/12/2024 09:14, 18 September 2006 (BST)
  4. Kill I love the new template. Yknow, I'd vote a Keep if you just suggested an(other) increase in the Scent Death range, which does pretty much the same thing with less message spam. Rheingold 18:31, 18 September 2006 (BST)
    • Re What message spam? You have to willingly listen and it just gives you that brief message. It causes NO SPAM whatsoever. --Jon Pyre 00:59, 19 September 2006 (BST)
  5. Kill -Hmm, I kinda like it but maybe have it cost more AP.--Pesatyel 02:40, 19 September 2006 (BST)
  6. Kill -STILL incomplete. Did you read the votes for the previous suggestion? Also, aren't you supposed to take down the previous suggestion BEFORE putting up a new one? Although, I do like Mr.A's addition of requiring Tagging.--Pesatyel 02:34, 19 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - feeding groans = food. Follow feeding groans. I cannot be more clear.--Gage 07:47, 18 September 2006 (BST)
    • Re Feeding Groan tells you there are humans present. This lets you know how the battle is going. And you do realize there's a kill section above for votes like yours? Spam is not a strong kill. --Jon Pyre 08:07, 18 September 2006 (BST)
      • Re - The idea is completely ridiculous. Go cry me a river.--Gage 08:29, 18 September 2006 (BST)
  2. Spam - Gage said it all.--Mr yawn 08:02, 18 September 2006 (BST)
  3. Spam - I was emitting groans by the third paragraph. --Funt Solo 09:16, 18 September 2006 (BST)
  4. Spam - Unsalvageable. Causes a lot more spam for less information and people would forget it on for several days. PS. The new template is simply good. --Nob666 09:47, 18 September 2006 (BST)
    • Re How does this cause spam? You have to willingly listen and its a one time message. --Jon Pyre 00:59, 19 September 2006 (BST)
  5. Spam - Read Gage's vote. --Axe Hack 11:01, 18 September 2006 (BST)
  6. Spam - You hear a pained groan from BBM's computer --BBM 15:17, 18 September 2006 (BST)
  7. Spam - So zombies now have to get two different types of signals to listen to. Chances are some people would listen to groans and some to this and in general people would only get half the information they get now, instead of take on the onerous task of deciphering everything. So, basically, not so good. Also, not digging the zombie emoticon thing. Maybe we could toss in confused and retarded, or whatever emotions the myspace or livejournal folks use (or whoever the hell that is). --Rgon 15:20, 18 September 2006 (BST)
  8. Spam - More groans? One groan for survivors and thats enough. Imagine what it would be like if all the zombies in Ridleybank decided to continually groan in the same day. --MarieThe Grove 16:12, 18 September 2006 (BST)
  9. Spam - You hear a spamming moan one suggestion to the south.--Thari TжFedCom is BFI! 22:19, 18 September 2006 (BST)
  10. Spam - You want Spam! Oh I'll give you spam all right!! Merry ChristmasMerry ChristmasChristmasMerry Merry ChristmasMerry ChristmasChristmasMerry Christmas!!! That's what I call spam! --Officer Johnieo 01:26, 19 September 2006 (BST)

Shotgun Ammo Boxes (Smaller Boxes / With A Cap Edit)

Removed by author Too much hostility, even with a 5 box cap. I'm tabling this puppy for a bit, to get some input from people so they don't feel so threatened by the idea of shotgun ammo storage. This one will be back, later when we all calm down, and do some "math"/"gameplay" discussion. Please post some ideas on my talk page! --MrAushvitz 19:11, 18 September 2006 (BST)

Mr A, you offically suck. You've posted 4 Shotgun Shell storage ideas already - and you've been trying to peddle this terrible idea since April. Every time you post an idea, it gets Spaminated and you only removed this idea so it wouldn't get Spaminated. Give it up. Crawl under a rock. And die. - David Malfisto 21:26, 18 September 2006 (BST)
Do not troll on the suggestions page. The suggestion has been removed. Talk pages exist for a reason. Further incidences of this may be taken to M/VB. --Darth Sensitive Talk W! 21:37, 18 September 2006 (BST)

All-Hallow's Eve (Take 3)

Timestamp: Joe Seeback 21:25, 18 September 2006 (BST)
Type: Event
Scope: All of Malton, for one day.
Description: Halloween night is the evening classically reserved for the Living Dead. In order to reflect the fear that would be inspired on such a day in a town overrun with them, I would suggest that the following changes be in effect any time the server time is 31 October (any year). The changes end once the server shows any other date (in other words, once Halloween is over).

In-game justification: Late at night on October 30th, the air above Malton hummed with the buzzing of dozens of military helicopters, dumping orange powder all over the city (Agent Orange, perhaps) in an apparent attempt to end the outbreak. However, things go horribly wrong; while intended to knock out the zombies, the chemical instead reacts in synergy with their systems and provides them with an incredible burst of speed and power when they are first exposed to it.

1. All zombie movement costs 1 AP (as if the zombie had Lurching Gait, those already with Lurching Gait are unaffected).

2. All zombie attacks against barricades on this night are made with 150% the normal chance of knocking the barricade down.

3. Checks for Headshot flag when a downed zombie stands up are disabled at the beginning of the night (i.e., when the IP reset happens); Headshot is disabled/not available to zombie hunters on October 31; the checks are restored, as is the Headshot ability, when the clock rolls over to November 1. (Basically, zombies don't have to worry about Headshot for this one day, but it comes right back after the day is over).

4. In the face of fighting these "improved zombies," survivors gain 12 XP instead of 10 XP for downing a zed on this night.

I figure now is the time to try to get this peer reviewed in time for Halloween 2006.

Keep Votes

  1. Keep Author vote, of course. Retooled and resubmitted from a few days ago, when it was running about 50/50 keep/kill, with about half of the kill votes worried that the initial suggestion was too overpowering for zombies and encouraged zerging. With a less of a one-day power boost for zombies - and a survivor benefit - I think this version is a little better-balanced. -- Joe Seeback 21:25, 18 September 2006 (BST)
  2. Keep - Oh yeah, rocking eve! Nice idea, 1 day zombie buffage. - David Malfisto 21:30, 18 September 2006 (BST)
  3. Keep - Would be amazing--Gage 21:33, 18 September 2006 (BST)
  4. Keep - Now all we need is a special Survivor Day...--Canuhearmenow Hunt! 21:36, 18 September 2006 (BST)
  5. Keep - Christmas crate drops are kinda close to Survivor day. --Darth Sensitive Talk W! 21:39, 18 September 2006 (BST)
  6. Keep - Let 'em have their day of the year I say. After all it was made for them. --CrimsonD 21:49, 18 September 2006 (BST)
  7. Keep - As Gage.--Thari TжFedCom is BFI! 21:53, 18 September 2006 (BST)
  8. Keep - Congratulations, this suggestion officially kicks ass (in my eyes anyway) PS although i do hope there is a simliar day for survivors!--Mr yawn 21:58, 18 September 2006 (BST)
  9. Keep - A working zombie buff day. I like it. --Nob666 22:05, 18 September 2006 (BST)
  10. Keep - It's Zombie Christmas! Now watch them all crack open their presents, ohh look they're singing carols! Look at them chasing after their supper, oh this is the best Zombie Christmas ever!!! --MrAushvitz 22:11, 18 September 2006 (BST)
  11. Keep - Especially if we get the traditional 'crates for holidays' deal, too. -- Andrew McM W! 22:18, 18 September 2006 (BST)
  12. Keep Good revision. Rheingold 22:55, 18 September 2006 (BST)
  13. Keep - Sounds fun. --IrradiatedCorpse 23:10, 18 September 2006 (BST)
  14. Keep Yup. --Grigori 00:00, 19 September 2006 (BST)
  15. Keep - It wuold be cool, only for a day obviously. --Matthew Fahrenheit YRCT+1 00:01, 19 September 2006 (BST)
  16. Keep - Happy Barhahday! --Fuster 00:29, 19 September 2006 (BST)
  17. Keep - Sure, I said I would vote for this and I will. - Jedaz - 01:00/22/12/2024 01:44, 19 September 2006 (BST)
  18. Keep - I'm still a bit hesitant about special little holidays and game events, but it does sound like fun, so why not. --Rgon 01:46, 19 September 2006 (BST)
  19. Keep - Do it. Do it, do it, do it. --c138 RR 01:53, 19 September 2006 (BST)
  20. Keep - I trust you will use another ocassion for survivors too, which is why you have now earned my keep. Trick or treat gimme some harmans to eat! -- User:Blackie Chan 21:03 18 September 2006
  21. Keep - the harmans have their iditarod, let the zeds have a day to celebrate where we can say BARHAH and really mean it! --Kiltric 03:14, 19 September 2006 (BST)
  22. Keep - I'm not good with the technical terms. Will this be based on Kevan's time or on the time zone your in or what? Youronlyfriend 05:19, 19 September 2006 (BST)
    • Re It would be based on Kevan's time (i.e., the server time, which I believe is GST). Note in the description it indicates that this occurs when the SERVER says Halloween (not when your computer says it does, otherwise it would be open to abuse by players who play with their clocks). -- Joe Seeback 07:19, 19 September 2006 (BST)
      • Re - Yeah, that's all cool then. Youronlyfriend 08:27, 19 September 2006 (BST)
  23. Keep - You know, the game might actually live up to it's description on this day. That'd be neat. You know, to actually have a zombie apocalypse. --Pinpoint 06:57, 19 September 2006 (BST)
  24. keep I really hate this idea purely on the basis that im currently trying to retake a mall at the moment but in the name of fairness you get a keep vote because thats what I would vote if i was a zombie Blazefire 09:05, 19 September 2006 (BST)
  25. Keep - It's for one night, why the hell not! Pillsy F! Hunt! 09:26, 19 September 2006 (BST)
  26. Keep-I suggested some changes, and I am happy with those changes.--ShadowScope 20:04, 19 September 2006 (BST)
  27. Keep - Gah, FINALLY Take down Caigar. Love this to death. --Timkai 21:29, 20 September 2006 (BST)
  28. Keep - Sounds good as it is. ExplodingFerret 04:22, 23 September 2006 (BST)
  29. Keep - It's only a single night. Plus, the zeds might pity the harmanz and let them live, who knows... --Gold Blade 05:48, 23 September 2006 (BST)

Kill Votes
Against Votes here

  1. Kill -I like the idea, but WAY open to potential abuse.--Pesatyel 02:39, 19 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - Magic. Overpowered. Really overpowered.--Funt Solo 21:35, 18 September 2006 (BST)
  2. Spam So you suggest a barricade destruction upgrade equal to adding 50% of the zombie population. AND headshot not working? That's sort of ridiculously overpowered. --Jon Pyre 01:00, 19 September 2006 (BST)
    • Re That's a very interesting way of looking at it - adding 50% to the zombie population. So I decided to run the numbers to see if that made it broken... the stats page currently shows 18087 survivors and 15151 zombies - a 54%/46% split (obviously, the numbers will change slightly through the day, but it's been at either 55 or 54% survivors over the last couple of weeks, so I don't imagine the percentages will change all that much. If you mulitply zombie numbers by 1.5, you would have the equivalent of 18087 survivors and 22727 zombies - a 45%/55% split. If 54%/46% in favor of survivors is close enough to 50/50 to be a fair split, how is 45%/55% in favor of zombies NOT close enough to 50/50 to be a fair split? I'm not trying to argue your vote, but having done the math, I'm curious as to why this seems overpowering to people - if 54% is good for survivors, shouldn't 55% be good for zombies? Or is what's sauce for the goose NOT sauce for the gander - is there some "survivor bias" going on? I'm genuinely interested in discussing this - is there a page we can discuss stuff like this in general besides the suggestions page, so comments don't have to be threaded and only between two people? :( -- Joe Seeback 18:51, 19 September 2006 (BST)
  3. Spam - call me mean old man Mumkins, but with the right Meta Gaming you could wipe out every one in half of Malton. You don't like the big bash, think of this as them on steriods. Plus why don't survivors get there special day? How about on St. Patricks day everyone is atomatically drunk! --Officer Johnieo 01:21, 19 September 2006 (BST)
  4. Spam - For Gods sake I'll only vote keep on one of these things when they give survivors a boost for one day. Currewntly according to this zombies have a 170% of destroying barricades. Thats not maths thats wrong- percentages are out of 100 not 200. And you are nerfing headshot. I paid good xp for that skill, you can't nerf it, even for a day. --MarieThe Grove 15:59, 19 September 2006 (BST)
    • Re The suggestion was "150% of the normal chance" - in other words, if the normal chance to knock a barricade down is 20%, multiply 20% by 1.5 - or to 30%, NOT to add 150% to 20% take it to 170%. In most math word problems, "of" means multiply, not add. If you dislike the idea in general, that's fine, but please check your own math carefully if you're going to complain about the "maths" being wrong - being way off in your own calculation makes it almost impossible for me to take any constructive criticism away from your comment. -- Joe Seeback 16:59, 19 September 2006 (BST)
      • Re - OK if thats what the barricades thing means. To me it looked like it was certain for destroying barricades which wasn't fair. My vote didn't have much help in it, err, because I was in a slightly unhelpful mood. Sorry :(. I guess I'm just not keen on boosting zombies for one day because even if its a small amount if its multiplied by all the zombies it could spell disaster. What might be better if zombies get a day of slight boosat then on another day survivors get a little boost- to balance it out sort of thing. The extra 2xp doesn't seem that rewarding to survivors for the boosts zombies get. And about the point below I was just expressing my thoughts about it mainly because I was annoyed. My reason for voting was because it nerfed headshot for the day. --MarieThe Grove 22:17, 19 September 2006 (BST)
        • Re Fair enough, Marie... I can buy that you want to keep Headshotting zeds (it IS fun). :) -- Joe Seeback 23:16, 19 September 2006 (BST)
    • Re Also, isn't the "I'll only vote keep on one of these things when they give survivors a boost for one day" indicative of an invalid vote? Quoth the voting rules, X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others. I am new to this process though, maybe it isn't. -- Joe Seeback 18:54, 19 September 2006 (BST)
    • Re - People are saying that in addition to their reason. Besides, part of the merit comes from balance and this would be a rather unbalancing element if there wasnt a counter-balance. So i'd say that implementing this first and all that stuff might just count. But thats a fair point you raised there.--Mr yawn 20:12, 19 September 2006 (BST)
  5. Spam - Overpowered, survivors need more of a boost than a measly 2 xp extra. - Whitehouse 17:12, 19 September 2006 (BST)
  6. Spam - no, uneeded and really retarded. --CaptainM 02:05, 20 September 2006 (BST)
  7. Spam - Too. Fucking. Overpowering. --Axe Hack 04:38, 20 September 2006 (BST)