Suggestions/1st-Dec-2005

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
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1st December, 2005

VOTING ENDED: 15th-Dec-2005

Allegiance Change Problems

Timestamp: 01:46, 1 Dec 2005 (GMT)
Type: Balance Change
Scope: Zombies
Description: Imagine this situation: A large group of Survivors is fighting a large group of Zombies. A bunch of the Survivors get killed and they stand up as Zombies. The problem is that the new Zombies could simply keep fighting for their previous side which would make having killed them pointless. This is unfair because it makes Zombies, along with being a smaller group, much weaker.

I suggest that Zombies are not allowed to attack other Zombies until they have gained the "Memories of Life" skill. I know this would hurt a lot of Zker groups but I still think it makes sense.

Votes

  • Kill I know its not really fair, but this isn't a good idea. Besides, zombies are cannibals so they could eat each other too. --Vellin 02:08, 1 Dec 2005 (GMT)
  • Kill - In a big siege they're caught into friendly fire, like it or not. Zombies can do what they want including going against their previous group if undead. --ALIENwolve 02:18, 1 Dec 2005 (GMT)
  • Kill - Unfair? Zeds get a skill that lets them stand up again with full HP for just one AP, making ZKing essentially useless. --VoidDragon 02:38, 1 Dec 2005 (GMT)
  • Kill -ZKing is actually beneficial to zombies because headshot doesn't work while you're a zombie (for survivors turned zombie) and while you are down you can't be headshot by living survivors. --Matthew-Stewart 03:19, 1 Dec 2005 (GMT)
  • Kill - Just imagine that you're with a bloodthirsty zombie horde who doesn't care who they attack. There's no way to stop PKers, why should zombies have it easier? Bentley Foss 05:17, 1 Dec 2005 (GMT)
  • Kill - Eating their own kind, whilst frowned upon, is one of the few ways low level zombies can get points.--WibbleBRAINS 16:55, 1 Dec 2005 (GMT)

Yell (version 2)

Timestamp: 03:54, 1 Dec 2005 (GMT)
Type: Game Mechanics / User Interface
Scope: Universal Gameplay
Description: Next to the Speak button, include a Yell button.

If you are inside a building and you yell, then anyone outside the building, on the same block, can hear you. They won't know who's yelling, but they'll understand what you're saying. (i.e. - Someone inside the factory yells "Who's out there?")

If you are outside and you yell, then anyone inside a building on the same block as you, or outside within one block of you, can hear you clearly. People outside within two blocks, or inside a building one block away, would hear someone yelling, but would not understand what you're saying. (i.e. - There is screaming to the south-west.)

This allows limited communication at a short distance, but it also tips off every zombie within two blocks to your presence. You can yell for help, but that might not be what arrives. Likewise, zombies can yell, or at least grunt loudly, to scare people in a barricaded building (i.e. - You hear loud grunting outside.), or to call their friends over for a feeding frenzy.

Votes

  • Keep - There are zombies coming after you. Who wouldn't yell a little? This is great for RP and adds some flavor to the game without unbalancing anything. --Jstoller 03:54, 1 Dec 2005 (GMT)
  • Spam? - This is very much like the bullhorn suggestion which is already accepted. --ALIENwolve 04:05, 1 Dec 2005 (GMT)
    • Re: This may be similar in effect, but it's very different in implementation. For one thing, yelling does not require an item. Nor should it, IMHO, since we can all naturally yell and some of us are pretty damn loud. Personally I would like to see both suggestions implemented, but I would alter the bullhorn so it increases the range of yelling by one block. --Jstoller 04:43, 1 Dec 2005 (GMT)
  • Keep - See above Re. At first I was against, but that's a great idea. Riktar 04:47, 1 Dec 2005 (GMT)
  • Keep - I love this idea. It adds more realism and flavor to the game. --Trayton 04:52, 1 Dec 2005 (GMT)
  • Keep - Communication improvement ideas are good. Expecially good ones like this one :) --Zarquon 05:48, 1 Dec 2005 (GMT)
  • Kill - Idiots would give away safehouse locations with this. I don't want to have to play silence police and keep telling n00bs (and death cultists) to shut up. --Jon Pyre 06:33, 1 Dec 2005 (GMT)
  • Keep - This makes sense, in a war torn ravaged city, you'd expect to hear yelling all over the place, not everyone speaking in hushed tones. Combined with the Bullhorn and Flare, you'd use Speaking for communication with your immidiate surroundings, Yelling for slightly futher a field (be very useful for yelling into buildings survivors can't enter), the Bullhorn item for wider announcements and the Flare for the most widespread, but least descriptive communication. --BauulBen 11:54, 1 Dec 2005 (GMT)
  • Keep - What BauulBen said. --Kulatu 13:24, 1 Dec 2005 (GMT)
  • Keep - In game communication? Realizim? I like it!. --Nicks 15:04, 1 Dec 2005 (GMT)
  • Keep - Either htis or Bullhorn. - Skarmory 15:43, 1 Dec 2005 (GMT)
  • Kill - Death Cultists and spies would love this ("Seven tasty humans in here!") and can you imaging the mess this would make of your screen with dozens of lines of 'Yells'.--WibbleBRAINS 17:02, 1 Dec 2005 (GMT)
  • Keep Just because it would be good for spies of d.cultists doesn't mean it isn't a good in genre improvement. It's absurd that people can't already yell.--Clickytickytai 17:09, 1 Dec 2005 (GMT)
  • Keep I like the idea --Adrian 18:22, 1 Dec 2005 (GMT)
  • Keep Besides, a Death Cultist yelling from inside a building would rather give himself away since everyone inside the building would know who yelled it. Pretty easy to kill and dump at that point. --S Kruger
  • Keep - I think this is a pretty nice suggestion. --Dickie Fux 19:47, 1 Dec 2005 (GMT)
  • Keep - It's a great idea, but go to my suggestion on Nov. 26th (I think it's that day) and look at "windows." They are pretty similar. --APOCzombie 22:07, 1 Dec 2005 (GMT)
  • Keep It's a good point that if death cultists did use this ability against survivors, at least you'll know who to put on your "Kill list" for getting you eaten. (because you heard them call the zombies too) --Matthew-Stewart 23:41, 1 Dec 2005 (GMT)
  • Keep What BauulBen said. --John Taggart 14:45, 2 Dec 2005 (GMT)
  • Keep Is it too hard to read "VOTE **ABOVE** THIS LINE - DO NOT DELETE THIS LINE"? Anyway, yeah. And make the Bullhorn item (if it's implemented ever) increase the radius. --Monstah 22:13, 4 Dec 2005 (GMT)
  • Keep - The game needs more intraplay communication/coordination options. --Drakkenmaw 20:08, 7 Dec 2005 (GMT)
  • Keep - nice. and a bullhorn to increase range. good idea. --Firemanstan 21:03, 12 Dec 2005 (GMT)
  • Keep' - No comment. --Thelabrat 10:23, 13 Dec 2005 (GMT)
  • Keep - For survivors at least. I don't think zombies should be able to yell though, part of the point of zombie-ness is the difficulty of communication. Vasi 08:20, 15 Dec 2005 (GMT)
  • Keep - Usually,I find buildings under siege but I can never warn people in time.This could change that for the better. Penance 23:04, 15 Dec 2005 (GMT)

Unrelenting Faith

Timestamp: 04:19, 1 Dec 2005 (GMT)
Type: Survivor Skill
Scope: Survivors
Description: Use of the Crucifix, as a way so that the zombie ability of scent trail doesnt work on players with the crucifix.

Votes

  • Kill - Ok... for starters this isn't even well thought out. --ALIENwolve 04:24, 1 Dec 2005 (GMT)
  • Kill Okay, Spellbinder's right. No one listens to me. (Sigh...). In any case, does God mysteriously summon up rain to wash the scent off of you? Or perhaps the crucifix is actually a form of a shield that prevents smell from getting out? This is as badly made as Chinese AK clones. AllStarZ 04:35, 1 Dec 2005 (GMT)
  • Kill - Say what? --Lucero Capell 04:44, 1 Dec 2005 (GMT)
  • KILL - No god powers. Ever. X1M43 04:51, 1 Dec 2005 (GMT)
  • Kill - And the lord came down and washed the scent from the survivors. and made all the zombies' heads explode. Amen. --Trayton 05:00, 1 Dec 2005 (GMT)
  • Kill - Leave Scent Blood alone. The zombie skill tree is small enough as it is without half the skills on there being negated by survivor counterskills/items. Bentley Foss 05:18, 1 Dec 2005 (GMT)
  • Kill - Wasn't an idea like this shot down not-too recently based on similar reasons? I think Madalex posted a similar idea. At the very least, I know it's on his Talk page. Riktar 06:18, 1 Dec 2005 (GMT)
  • Kill - At least MY Faith suggestion didn't include a God Power, it was more about the calming and concentrating effect of reaffirming one's faith through prayer. Though as I'm agnostic, I don't get jack out of prayer, meditation works far better for me... Here's a hint: God Powers = Big Bad No No for this game. --Kulatu 13:22, 1 Dec 2005 (GMT)
  • kill ^ as said above. Also, it would cause alot of people to swarm to churchs which would make the churchs instent targets anyway.--Fullemtaled 13:27, 1 Dec 2005 (GMT)
  • Kill - Care to tell me how a crucifix would keep a survivor from having a smell? --VoidDragon 14:15, 1 Dec 2005 (GMT)
  • Kill Your god has abandoned you harman. --Zaruthustra 15:26, 1 Dec 2005 (GMT)
  • Kill - I don't remember reading in the FAQ that there were only christian survivors in Malton--WibbleBRAINS 17:07, 1 Dec 2005 (GMT)
  • Kill - I don't think Crucifixes make you smell better. Try Incense. --Dickie Fux 19:49, 1 Dec 2005 (GMT)
  • Kill - No magic or divine intervention, please. --Drakkenmaw 20:10, 7 Dec 2005 (GMT)

Revision to Ankle Grab

Timestamp: 04:44, 1 Dec 2005 (GMT)
Type: Zombie Skill change
Scope: Zombies with Ankle Grab skill
Description: Okay, I understand this is a touchy subject. So if you do end up voting kill for this suggestion, please include a short reason why(I know it's not required). I also know there is a suggestion or two on the vote queue regarding Ankle Grab, but I personally think my suggestion has some merit above the others.

I think everybody, even zombies with the skill, have come to terms with Ankle Grab and the imbalance the ability to stand up, at any time, at the cost of 1AP brings. I know many believe zombies often get the short end of the stick, and I happen to agree with that point of view -- however this is not a suggestion about that. Okay, on to the show.

I propose that Ankle Grab not effect the AP cost of standing up at will. But instead, based on a timer, automatically revive the player at a set time interval, at the cost of no AP. A second life per day, if you will. Could also automatically revive all zombies with the skill at midnight GMT (or whenever the server resets IP hits and whatnot). This way, when a zombie falls, the player could make the active choice of spending 10AP, or wait till he automatically revives later on. I think that about covers it.

Edit: Okay, I see now that I'm being slightly misunderstood. Reading above, I see why that is. When I said "automatically revive[d]" I meant, the player can, from that point on, choose to be revived for 0AP. He won't automatically stand up to waste his second life or anything. It's just that he only gets one killed once per time interval and still reap the benefit of Ankle Grab.

Addendum: This may not be appropriate to tack onto this suggestion, but later on in the night I had the idea where the time interval is something significantly smaller. Like one hour after death. So technically the skill could be used 24 times a day, if they selected to revive once every hour. Is an hour really that long? Just so long as the skill isn't used immediately.

Votes

  • Kill - I'd rather not force players to log off and come back just to save AP. One of the nice things about this game is that you can play whenever you want, by the half hour or once a week. --Jon Pyre 05:15, 1 Dec 2005 (GMT)
  • Kill - I don't like Ankle Grab, but I don't think this is the solution. It pretty much nerfs the usefulness of ankle grab, so it might be better just to kill it entirely (please note that that is not something I would support ... I'm just saying that that is what this suggestion is akin to). -- Ethan Frome 05:16, 1 Dec 2005 (GMT)
  • Kill - Never, ever suggest skills that automatically do things when the player is offline! Bentley Foss 05:19, 1 Dec 2005 (GMT)
  • Kill - Would you like to be headshot multiple times while you're logged out? --Philsnow 05:31, 1 Dec 2005 (GMT)
  • Kill - Automatically? Oh look, some kind soul revived me earlier... but I stood up outside thanks to ankle grab, and the zombies ate me. --Shadowstar 11:11, 1 Dec 2005 (GMT)
  • Kill - No. Some people only log on once per day, and ankle grab is the only reason that they can play as zombies. (I log in once per day and am ALWAYS dead, so this would force me to always stand up with only 40 AP, now add in headshot to all of that and I can't ever gain xp and this game becomes not fun) --Pyrinoc 16:19, 1 Dec 2005 (GMT)
    • Note Votes removed due to misunderstanding of skill concept.--'STER 19:40, 1 Dec 2005 (GMT)
  • Keep At last.. a good way of breakign sieges without being too harsh on the zeds --Adrian 18:24, 1 Dec 2005 (GMT)
  • Kill - I want to play when it fits my schedule, not various times the server lets me. --Dickie Fux 19:54, 1 Dec 2005 (GMT)
  • Keep - I know my keep vote isn't gonna do much good, but I'll say it anyway. And I like the first idea better, when the ip is reset, not an hour. That would overload the server, since it would have to constantly remember for every zombie, instead of doing one lookthrough. --APOCzombie 22:07, 1 Dec 2005 (GMT)
  • Kill -because I like ankle grab as-is. --Matthew-Stewart 22:49, 1 Dec 2005 (GMT)
  • Kill - ^Ditto. Ankle Grab has made big mall sieges possible, and those have been the only fun in UD lately, whether survivors lost (Giddings, Hildebrand, Nichols) or won (Caiger!). Please, please, stop asking to modify or nerf it. --Seagull Flock 23:44, 1 Dec 2005 (GMT)
  • Keep, fixes imbalance without being unfair. --LibrarianBrent 23:57, 1 Dec 2005 (GMT)
  • Kill personaly, i want your reasons for thinking it needs to be changed in the first place before i give my reasons for killing this suggestion--Spellbinder 03:07, 2 Dec 2005 (GMT)
  • Kill - One of the few things that makes a zombie tolerable to play at the moment. Remove the ability to stand with 1AP, and you'll lose yet MORE from the dwindling zombie player population. --Drakkenmaw 20:13, 7 Dec 2005 (GMT)
  • keep - I think this would be a better admendment... Id like it... It would make it easier on zombies for no ap loss at all, but make it where humans dont have to sit around healing each other with medpaks until the zombies get tired...Which would relieve the humans ideas of we have to be so overpowered that we can kill the zombies several times over so we can possible throw him out...--Ringseed2 15:42, 12 Dec 2005 (GMT)
  • Kill - for the same reasons as Dickie Fux & Jon Pyre. --Firemanstan 21:12, 12 Dec 2005 (GMT)
  • Kill - No comment. --Squashua 17:05, 14 Dec 2005 (GMT)

Dismemberment

This suggestion has been spammed. Just like every other vague concept. See you in the rejected's.


Throwing Items

BALEETED! (6 Spam votes) AllStarZ 21:16, 1 Dec 2005 (GMT)


Free Attack (And no, this doesn't mean no AP)

  • Author removed it due to it being pointed out that another suggestion was along very similar lines - Jedaz 11:03, 1 Dec 2005 (GMT)

Zombies get Bonus XP for killing a Zombie Hunter

Timestamp: 05:40, 1 Dec 2005 (GMT)
Type: Balance Change
Scope: Zombies
Description: I think it makes sense. They're harder to kill. Defeating a more challenging enemy should teach you a bit more than killing a level 1 suvivor. Maybe 2x the normal bonus for killing a suvivor? Maybe a little more? Nothing game-breaking.

Votes

  • Keep - Makes sense, Zombies alredy loose Exp from Zombie Hunters so it should also kinda work the other way around. But I suggest to have it at 1.5x normal. - Jedaz 05:47, 1 Dec 2005 (GMT)
  • Kill --Deathnut 05:49, 1 Dec 2005 (GMT)
  • Keep - Yes, but 2x might be a bit too high. Riktar 06:06, 1 Dec 2005 (GMT)
  • Keep - Fair enough. - KingRaptor 05:59, 1 Dec 2005 (GMT)
  • Kill - I don't see survivors getting more exp for killing a high level zombie. - Osric Krueger
  • Keep --Lord Evans 06:14, 1 Dec 2005 (GMT)
  • Keep - Zombie hunters are a high visibility group. Why not let 'em get targeted a bit more? --John Maddox 06:38, 1 Dec 2005 (GMT)
  • Keep -I like the irony of those who have the ability to take XP away becoming a valuble XP source themselves. --Matthew-Stewart 06:44, 1 Dec 2005 (GMT)
  • Keep - Best idea I've seen yet that addresses the zombie class's communal gripe about Zombie Hunters. Unlike every other suggestion, it doesn't try to give zombies the same XP damaging ability yet allows them their own unique mechanism to affect XP in response to the headshot. --SCOS OJ 0648, 1 Dec 2005 (GMT)
  • Keep - Nice tradeoff. Get headshot and suddenly become definite first choice target.Niggle 09:45, 1 Dec 2005 (GMT)
  • Keep - I like it a lot. --Graaaaaaagh 09:42, 1 Dec 2005 (GMT)
  • Keep - Also protects the noob surviviors. Good. --Shadowstar 11:12, 1 Dec 2005 (GMT)
  • Keep I have vowed not to get headshot until the survivors become outnumbered (yeah, pshh) so this is pretty good. -- Andrew McM 11:29, 1 Dec 2005 (GMT)
  • Keep This sounds pretty good. It would take more skill to kill an experienced zombie killer so it stands to reason you gain more XP from it.
  • Keep - It's not like it's going to make much of a difference, zeds will still lose most of the XP when the hunter's buddies clean out the safehouse and dump the bodies outside. --VoidDragon 14:52, 1 Dec 2005 (GMT)
  • Keep--Fullemtaled 14:58, 1 Dec 2005 (GMT)
  • Keep - Very nice tradeoff. If you pick up headshot, you make yourself a little more of a target.Nick 15:00, 1 Dec 2005 (GMT)
  • Keep - I like it. --Pyrinoc 16:21, 1 Dec 2005 (GMT)
  • Keep - It'll be tough to earn this bonus, but worth it.--WibbleBRAINS 17:15, 1 Dec 2005 (GMT)
  • Keep--Clickytickytai 17:11, 1 Dec 2005 (GMT)
  • Keep - Damn straight headshotters should suffer. - Ruining 1231, Dec 1 2005 (EST)
  • Keep - This is a sensible idea - barcoded 19:41, Dec 1 2005 (EET)
  • Keep - Good idea, but we'll need some nice Hunter skills to contradict them. --Adrian 19:04, 1 Dec 2005 (GMT).
  • Keep - One of the best counter-headshot suggestions yet. S Kruger
  • Keep Wow, that's...really simple. Why didn't I think of it?--'STER 19:43, 1 Dec 2005 (GMT)
  • KEEP - So nice. --Dickie Fux 20:02, 1 Dec 2005 (GMT)
  • Keep - much better than my idea (killing a zombie hunter reduces his XP to 0)--Milo 20:12, 1 Dec 2005 (GMT)
  • Keep - Kill the harmanz! Kill the harmanz! --Kulatu 21:53, 1 Dec 2005 (GMT)
  • Keep - Let me clarify this. They get normal xp for attacking and extra for killing, right? --APOCzombie 22:10, 1 Dec 2005 (GMT)
    • Re - Yes. Bonus xp is only given for the killing blow on a zombie hunter. --Jon Pyre 03:31, 2 Dec 2005 (GMT)
  • Keep You bet its better than your idea Milo. And yeah, this is overwhelmingly simple yet a good idea. AllStarZ 23:04, 1 Dec 2005 (GMT)
  • Keep i don't really like it, but something needs to be put in on the other side of headshot in some form or another.--Spellbinder 03:09, 2 Dec 2005 (GMT)
  • Keep - Zombies should have some way of getting even with Zombie Hunters. --Pimplepopper 05:32, 2 Dec 2005 (GMT)
  • Keep - should stop hunters running around, blasting anything without a heartbeat--Heamo 22:51, 2 Dec 2005 (GMT)
  • Keep - Turnabout is fair play and all that jazz. --Drakkenmaw 20:17, 7 Dec 2005 (GMT)
  • Keep--I love this so hard it's not funny. And I think the 2x bonus SHOULD stay at 2x because most lots of Headshotters also likely've got flak jackets and bodybuilding, so they're like a triple threat here. -- Tabs 21:09, 7 Dec 2005 (GMT)
  • Keep-- Ta-da!! This rocks. Die headshooting bastards! Keep the bonus at x2.-- Athos710 02:40, 10 Dec 2005 (GMT)
  • Keep - perfect. even like the 2x exp bonus since the suggested bonus only applies to killing blows. good way to ballence headshots. --Firemanstan 23:30, 12 Dec 2005 (GMT)
  • Kill - We may need more zombies and fewer hunters, but this is not the way. You can target them all you want, but to punish people for having a skill through actual gameplay mechanics that hurt their character because of the skill is bad, especially if done retroactively to a skill that's been around almost since the game's beginning. --Brickman 03:56, 13 Dec 2005 (GMT)
  • Keep - 2x seems too high though. Maybe +5 or something percentage bassed (+1-5, equal odds of each or some such).
  • Keep - I like it. And 2x is ok. --Seagull Flock 21:45, 13 Dec 2005 (GMT)
  • Keep - Personally, I think it adds Great challenge, I dont level up in the game just to make it easier, I want to know i can have my ass handed to me anytime, makes me more aware and vigilant. - hyp3r4ctive 12:12, 14 Dec 2005 (GMT)
  • Keep - Amen. I don't even wanna get Headshot if we get outnumbered; at first I thought 2x was too much, but if only for the coup de grace, it's great balance for a blatently griefing skill. --Empath 16:39, 14 Dec 2005 (GMT)
  • Kill - Is there any way to single out zombie hunters? As far as I can tell they look the same as regular survivors unless you actually get headshot by one or go through the steps of checking profiles. It doesn't serve to balance against the Zombie Hunters if they can just blend in with the crowd (I'm new to this so maybe I haven't picked up on the subtleties advanced playing). I say implement with a indicator of headshotters or somesuch. Conceptually a good idea, but seems like random luck whether you get the bonus rather than being anti-hunters.C tiger 04:33, 15 Dec 2005 (GMT)
  • Keep - A great balance to headshot, I love it. We still need a way for low level zombies to get XP though... Vasi
  • Keep - That would be the just reward for managing to kill a person that could demolish you very quickly. Penance 23:07, 15 Dec 2005 (GMT)
  • Keep - Serves zombie hunters right for taking headshot.--The General 14:00, 17 Dec 2005 (GMT)

Mutation

Timestamp: 07:10, 1 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This is inspired a bit by the Necrotherium suggestion. Here's my idea how to have big tough mutant zombies. Introduce a zombie skill: Mutation. After being headshot a zombie would (during the process of recovering from having its head blasted open) have a chance of transforming into a Ghoul. Ghouls have their base max hp raised by 15 and the accuracy of all their attacks raised by 10%. Both those numbers aren't set in stone so don't vote this down based on numerical values. This state lasts until the zombie is killed or revived upon which they turn back into a normal zombie or human. Now here's how the chance of becoming a Ghoul would work: the chance of becoming a ghoul is greater the more XP you lose due to being headshot. Maybe something like a 1% chance for every 10xp lost (note: also not set in stone). This would be a nice way of giving zombies that lose a lot of xp from headshot a temporary advantage just to help them out a bit. True it'd help maxed out zombies too, but to have a serious chance of turning into a ghoul they'd need to keep getting plenty of xp AND keep getting headshot. It would also probably be a good idea to max out the chance of becoming one at 10%. I don't think this is overpowered since it relies on large amounts xp being destroyed, which could permanently make them more powerful, in exchange for a small advantage that may not even help them while it lasts.
  • Optional: Making Ghouls immune to the effects of headshot. When a ghoul dies they just come back as a zombie without losing xp. Makes sense since this skill as presented is a way of helping balance headshot without nerfing it. Or allowing headshot to work but give Ghouls the same chance of coming back as Ghouls that zombies have.
  • Optional: Seperating Ghouls from zombies and allowing them to be targeted seperately, as a group. They'd still be on the same side though. This'd make ghouls a lot rarer since suvivors would likely attack them first.

Votes

  • Keepage - Any topics about zombie mutations will get a "keep" vote from me. Eddo36 07:28, 1 Dec 2005 (GMT)
  • Keep - Fine, I bow to overwhilming majority.--Fullemtaled 07:48, 1 Dec 2005 (GMT)
  • Keep - Would be neat, and the fact that it's random and only occurs when you get headshotted makes it balanced. And to above poster: How are you going to assemble a horde of them? I figure you'd be lucky to have more than a dozen of them in the entire city at any given time. - KingRaptor 10:57, 1 Dec 2005 (GMT)
  • Keep - I like the flavor, and the max chance that this could happen at the moment is 34%, and only for Zombies with 340 EXP as I understand it. - Jedaz 11:49, 1 Dec 2005 (GMT)
  • Keep - You know what? I like it. The chance of it happening is very slim and it helps weaken headshot a bit. --Kulatu 13:09, 1 Dec 2005 (GMT)
  • Keep - Something that might increase the % of Zombies? It get's my "Keep" vote. Nicks 14:58, 1 Dec 2005 (GMT)
  • Keep - Might require tweaking and renaming, but nice as is. - Skarmory 15:46, 1 Dec 2005 (GMT)
  • Keep - The idea is good. --Pyrinoc 16:22, 1 Dec 2005 (GMT)
  • Keep - I like it. Might be hard on the server, but who cares?--'STER 19:45, 1 Dec 2005 (GMT)
  • Keep - Another mutant zombie suggestion? Seems to be a popular idea. I would suggest the name "Ghoulish Resurrection." --Dickie Fux 20:06, 1 Dec 2005 (GMT)
  • Kill - I would vote keep for this, but I like the similar idea above this one better. --APOCzombie 22:13, 1 Dec 2005 (GMT)
  • Keep - Why not? The Zombie class needs something to keep people interested in it. Otherwise, everybody would want to be a human, and that would just kill the game. --Pimplepopper 05:39, 2 Dec 2005 (GMT)
  • Keep - Sounds fun! I like. --Graaaaaaagh 06:13, 2 Dec 2005 (GMT)
  • Keep - Looks like an interesting way to get some differentiation among zombies. Rhialto 13:51, 2 Dec 2005 (GMT)
  • Keep - Would certainly make for an interesting immediate revenge, for a newly-transformed ghoul with Ankle Grab. I like the inherent paranoia base in it - "We can't keep shooting these things in the head! What if they CHANGE?" --Drakkenmaw 20:22, 7 Dec 2005 (GMT)
  • Keep - id like to see some details established on the numbers, but i like the concept. my human loves the headshot, but my zombies cant gain a level anymore unless i stand in a horde of zombies and eat my brothern... which is a lame way to level up. i reciently lost 90+ exp 4 days in a row with one of my zombies because of headshots. something needs to be done for ballance and this idea is a good one. --Firemanstan 21:25, 12 Dec 2005 (GMT)
  • Kill - Two problems with this. One, there's currently no way for a survivor to turn off headshot, so lots of folks who bought headshot are now being retroactively punished. Second, and more importantly, this rewards high level zombies most, when its low levels who have the most trouble with headshot. Maxed-out zombies don't give a hoot if they're headshot and lose 200 XP. If you can figure out a way to fix these problems, I'll change to keep.
  • Keep - I voted keep on the Necrotherium,so I'll vote keep on this too. --Penance 23:13, 15 Dec 2005 (GMT)
  • Keep - Anything which helps counter headshot is good.--The General 14:04, 17 Dec 2005 (GMT)

Advanced Knife Training

Timestamp: 08:06, 1 Dec 2005 (GMT)
Type: Skill
Scope: Survivers
Description: I suggest that there be another knife training skill. It could raise knife accuracy to 50%, that would be enough to bring down a 50 hp target in 50 ap. 2 times.5 = 1 Which would equal 1 ap per hp.

It is completely negotiable as to what the percentage is. But it would make the kitchen knife useful.

Votes

  • Keep My suggestion.--Fullemtaled 08:06, 1 Dec 2005 (GMT)
  • Kill - Game is already much easier for survivors than zombies. They don't need improved attacks.Niggle 09:50, 1 Dec 2005 (GMT)
  • Keep - Doesn't really make survivors any more powerful, since even with this skill a fire axe is still a better choice. --Graaaaaaagh 09:44, 1 Dec 2005 (GMT)
  • Keep - As Graaaaaaagh said. And it gives more challange to those survivors who are tired of the axe, and those who want a bit harder game-play. --Steve 14:12, 1 Dec 2005 (GMT)
    • re I should note that it would mean that more then likly you would spend 50 ap killing just one zombie^^; atleast at 50% anyway--Fullemtaled 14:18, 1 Dec 2005 (GMT)
  • Kill - for I have seen better ideas - Skarmory 15:48, 1 Dec 2005 (GMT)
    • Re It is only ment to give survivers a little more options and a little less relince on fire stations which are high priority targets to the zombie hordes.--Fullemtaled 17:29, 1 Dec 2005 (GMT)
  • Keep - Similar to this, but making it an additional skill to buy wouldn't hurt. --Dickie Fux 20:12, 1 Dec 2005 (GMT)
  • Keep - As long as the Knife is lost. --bbrraaiinnss 20:34, 1 Dec 2005
  • Kill - I think a 50% hit with a knife is a little high. -Argus Blood 20:38, 1 Dec 2005 (GMT)
  • Keep - As to what Argus Blood said, it isn't that high at all. At the moment a fully upgrade zombie has a claw DPA of 1.5 and a bite DPA of 1.2. A survivor with a Fire Axe and full training has a DPA of 1.2 and a knife has a DPA of 0.8; with this skill implemented it has a DPA of 1.0, hardly overpowered at all. I've read the numbers and thoguht about it, this is far from overpowered. --Kulatu 21:52, 1 Dec 2005 (GMT)
  • Keep- There is no such thing as advanced axe training. Everybody knows how to swing an axe, right? And what kind of school gives "Advanced Axe Training" course? No firefighter or military course, I bet. Axes aren't designed to be a combat weapon but a tool. There's no such thing as axe training, except maybe to chop a few pieces of wood. Knife training, on the other hand, is taught by militay forces. Eddo36 01:27, 2 Dec 2005 (GMT)

Caffeine Pills

Removed due to duplicated suggestion. Resubmiting the same idea, then boosting it, is a Suggestion page sin. 40 lashes, and twelve hail-brents will be your punishment.


Zombie NPC's

Timestamp: 11:13, 1 Dec 2005 (GMT)
Type: Improvement
Scope: Zombies
Description: It's become very clear that zombies are massively outnumbered by survivors and the reasons for this have been discussed extensively elsewhere. Given that this is supposed to be a "Zombie Apocalypse" game, I think we need more zombies out there! As a survivor, I'm spending more than half my turn just trying to find a zombie to attack, they're so scarce. Is it possible to introduce very simple NPC Zombies who would have basic thought patterns like moving toward a random survivor, attacking a random survivor in the same location or attacking the last survivor who attacked them?

The trend seems to be more and more toward survivors being the majority and this takes a lot of the challenge, purpose and fun/flavour out of the game. I would think the current situation will tend toward creating more PK'ers who are just looking for something to do! I realise with the anti-NPC stance that has been taken over other suggestions that this is probably not going to be a popular one, but at the very least it needs to be discussed otherwise I think the game is just going to collapse with an eventual survivor "win" situation...

Votes

  • Keep It may pose server issues but I think you are right. Some basic horde tendancy zombies really couldimpact the game pretty good. As long as they have the same 50 ap system and only do something when they have 50 ap. Edit: NPC's could be fun, and it would add a bit of much needed realism to the thing. Edit2: Yes but, more people want to play the good guy then the bad, we should reduce the amount of surviver abilities or keep them the same, and start to add more zombie abilities to counter, I mean, who wants to be headshoted?--Fullemtaled 11:23, 1 Dec 2005 (GMT)
  • Kill - Although I'm having a similar problem I suggest that you go to Cigar mall. But the main issue is that zombies arn't interesting enought to play. So suggest something that gives more flavor to Zombies then there will be more Zombie players. - Jedaz 11:38, 1 Dec 2005 (GMT)
  • Keep - I'd be for this, so long as NPC zombies are only spawned if survivors are outnumbered. Maybe have them act only if they have at least 10 AP? If it was 50, they might use up all of their AP all at once and become survivor targets for another 25 hours. More importantly, how do you deal with revivification? I'm sure you could just have a random name generator choose a name for the DNA extractor...maybe all NPC zombies have Brain Rot? Meh. --Kulatu 11:42, 1 Dec 2005 (GMT)
  • Keep - Im glad to see that this is being well liked, I am all for increasing of zombies, and making zombies more flavorful will not change the situation, and this will prevent the idea of make zombies more individually uber monsters rather than the natural hordes which made them a horror... The only thing I would say Is that they would have a dormancy state, otherwise a person could be walking a cross and three zombies begin attacking in unison... he wouldnt last long thats for sure... and that they increase past the human count to a 40/60 ratio with zombies in the lead --Ringseed2 15:48, 1 Dec 2005 (GMT)
  • KILL - no, No, NO!! No NPCs EVER . Also this is not the way to deal with the Zombie/Survivor Unbalance. To vote after mine: Yes, No and its called make zombies more interesting to play. Also UD is so awesome because it has no NPCs--Matthew-Stewart 16:49, 1 Dec 2005 (GMT)
    • Re - Matthew, fair enough that you don't agree with this solution but if you're sure this is not the solution, do you have any better ideas?--User:Bfgsteve 17:28, 1 Dec 2005 (GMT)
  • Keep Question 1: Ever see a zombie movie? Questions 2: Ever see a zombie movie where the humans vastly outnumber the zombies (and it stays that way)? If we want this game to be in genre, we need more zombies. I don't know who wrote this "no NPC' rule, but I think it's bunk. If anyone can think of a better way to produce more zombies, I'd love to hear it.--Clickytickytai 17:16, 1 Dec 2005 (GMT)
  • Kill - Making the game more fun for survivors won't increase the number of us willing to play as zombies.--WibbleBRAINS 17:29, 1 Dec 2005 (GMT)
  • Kill - And I'll tell you why. A lot of Kevan's programs deal with simulations, setting parameters and letting the program unfold in it's own way. He already made a zombie simulator that uses little dots and AI. Urban Dead is a way of doing a similar kind of scenario but with the individual elements controlled by intelligent people. There's no way to win Urban Dead, just an opportunity to influence the status of the simulation. Zombies are declining in number and that's a bad thing but to create NPC bots would violate the whole spirit of this game being a social experiment. Zombies are declining in number because it's exponentially harder to kill prey and level up with them. To increase the number of zombie players we should focus on solutions to that problem, not on cutting out players entirely. --Jon Pyre 17:35, 1 Dec 2005 (GMT)
  • Kill - Don't even start on NPC's. I don't give a damn what ratio we have between dead and alive, I don't give a damn what movie you're referencing, and same to realism, etc. The mechanics have a giant gaping hole the size of China, and that's the only reason needed to KILL. NO NPC'S ALLOWED. --Fixen 18:43, 1 Dec 2005 (GMT)
  • Kill - Suggestions Dos and Do Nots #12: NPCs Go Home --VoidDragon 19:14, 1 Dec 2005 (GMT)
  • Kill - Make zombies fun to play, then people will play them. --Dickie Fux 20:16, 1 Dec 2005 (GMT)
  • Kill - No. This game is a PvP game, not a graphical MUD. I'd vote spam but I can't find the last NPC idea that was shot down. --PatrickDark 20:28, 1 Dec 2005 (GMT)
  • Spam with Hollandaise Sauce You know what? Im voting spam on all NPC ideas. THERE ARE NOT SUPPOED TO BE NPCS IN THE GAME FOR THE LOVE OF GOD! NEXT WE WILL BE IMPLEMENTING MONEY, AND HELL, WHY DON'T WE THROW IN SOME MERCHANTS AS WELL EH? AllStarZ 21:14, 1 Dec 2005 (GMT)
  • Keep - Great Idea! but dont stop with zombies, NPC survivors would be handy too. That way none of us would even need to play anymore! Faaanastic! (geez even I am getting mean, thanks guys)--bbrraaiinnss 12:24, 1 Dec 2005 (GMT)
    • Re - And when we hit 100% survivors because Zombies are so boring, you won't need to play then, either. Either way, you win. As I said in reply to Matthew's comment, I'm open to other ideas; shooting down ideas without suggesting an alternative is not the most constructive thing you can do. --Bfgsteve 22:45, 1 Dec 2005 (GMT)
  • Kill - see comment by Dickie Fux. --Seagull Flock 23:38, 1 Dec 2005 (GMT)
  • Kill - This is not a duplicate suggestion, so it stays. its gotten a couple of spam votes, but the keep vote keeps it in play. that being said- NPCs are not a part of this game. period.--Spellbinder 23:56, 1 Dec 2005 (GMT)
  • Kill - What part about "NPCs go home!" did you people miss? Bentley Foss 03:25, 2 Dec 2005 (GMT)
  • Kill - maybe if we make zombies more fun to play we won't have to worry about this, huh? Athos710 02:43, 10 Dec 2005 (GMT)
  • Kill - What Athos said. No NPCs. --Basher 21:48, 10 Dec 2005 (GMT)
  • Kill - lets work on some of the better ideas we already have to improve the zombie class to make it more desirable to players. no NPC's. --Firemanstan 21:31, 12 Dec 2005 (GMT)
  • Kill - NPCs are not needed.Period. --Penance 23:16, 15 Dec 2005 (GMT)

Bonus Stacking

Timestamp: 12:35, 1 Dec 2005 (GMT)
Type: Improvement
Scope: Survivors and Zombies
Description: I saw the zombie's killing hunters for bonus xp thing and decided this might be a better idea. For every type of level person you kill, you get your 5xp bonus, plus 1 minus thier current level. so if you kill a level 1, u only get 5 xp, but level 2, u get 6 xp. so if u are a zombie and kill a level 20 human survivor, you get 5xp + (20-1) = 24xp. It just makes sense that you get more experience by defeating higher level people. By the way, this works for both zombies and humans, but the bonus stacking doesnt apply for survivor vs survivor and zombie vs zombie. Dont say this is a copy of somethin cuz i couldnt find a single thing about this except for the zombie's killing hunters thing. One more suggestion i could make would be to take away xp for PK? nah...

Votes

  • Kill --Fullemtaled 12:39, 1 Dec 2005 (GMT)
  • Kill - Would just make it easier for survivors to get XP from zombies. - KingRaptor 12:54, 1 Dec 2005 (GMT)
  • Kill - I can already get a level in 2 days as a level 1 Cop or Soldier (counting time to search for ammo.) or 2 1/2 days as a level 1 Firefighter. I don't think that it needs to be easier for survivors to level up. --Kulatu 13:07, 1 Dec 2005 (GMT)
  • Kill - Something like this might work, since maxed out survivors hit level 19, whereas maxed out zombies only hit 13, so zombies would have an advantage. There are enough level 30+ players to make this too powerful, though. Maybe if it only counted opposite class skills, i.e. zombies get a bonus only for an enemy's survivor skills, and vice versa. --Dickie Fux 20:27, 1 Dec 2005 (GMT)
  • Kill On your last line, taking away XP for PKing, kevin has pretty much allready taken HIS stance on the matter, by halfing the amount of XP you get for PK/ZK kills. while kevin may change his oppinion at any time on the matter, i seriously doupt that whineing is going to sway him.--Spellbinder 23:51, 1 Dec 2005 (GMT)
  • Kill - 1) "stacking" effects are bad for the server 2) survivors have plenty of ways to earn XP, they don't need more Bentley Foss 03:26, 2 Dec 2005 (GMT)

Open Window

Timestamp: 6:48, 1 Dec 2005 (GMT)
Type: Skill
Scope: Survivors and Zombies
Description: A last ditch effort, for surviving and dying alike. Imagine a survivor down on his luck, low on AP and stuck in some of those endless stretches of Heavily Barricaded buildings. With this skill he could find salvation in an overlooked window, or half opened garaged door, the possibilities are endless. As well with your friendly Zed shuffling along, seeing the same "opportunity". This skill adds whole new level's of excitement! no longer are people "screwed" or people "saved". Modifications can be a VERY low success rate, I'm talking 1-5% maybe higher, or maybe a higher chance for survivors since they have better perception. No one is TRULY safe...

Votes

  • Kill Just get free running. --Fullemtaled 13:10, 1 Dec 2005 (GMT)
  • Kill - Nerfing barricades = kill vote --VoidDragon 15:10, 1 Dec 2005 (GMT)
  • Kill Quick! Barricades are working as intended! We have to destroy their functionality! --Zaruthustra 15:57, 1 Dec 2005 (GMT)
  • Kill "Everythings secure Sir. Well everything but 1 window on the first floor. When you said barricade the windows you didn't mean ALL of them? ----bbrraaiinnss 16:37, 1 Dec 2005 (GMT)
  • Kill THis building is extemely heavily barricaded, but someone opened a window for fresh air... KILL --Adrian 18:37, 1 Dec 2005 (GMT)
  • kill - the comments in your votes make me laugh, that's witty sacrasm you can be proud of. --Matthew-Stewart 18:45, 1 Dec 2005 (GMT)
  • Kill - Just play as a zombie for a while and get your revenge. --Dickie Fux 20:29, 1 Dec 2005 (GMT)
  • Kill - I believe that the point of survivors being able to get into already barricaded buildings until they reach heavily barricaded status is an implied version of this already. --PatrickDark 20:33, 1 Dec 2005 (GMT)
  • Kill - Ok, let me get this straight. When it is LIGHTLY TO STRONGLY barricaded you can fit through windows. But when there are 500 FREAKIN ZOMBIES OUTSIDE, YOUR GOINT TO SEE TO EVERY-LITTLE-CRACK. GOT IT?! Oh yeah, and if you want to see a way to balance the super ultra omega barricades able to withstand a nuclear bomb, go and look at previous suggestions for Nov. 26 at windows. AND NO, THAT HAS NOTHING TO DO WITH THIS NOOB IDEA!!!! --APOCzombie 22:18, 1 Dec 2005 (GMT)
  • Kill Zaruthustra has once again gotten directly to the heart of the matter. Fullemtaled has given the perfect argument against it. --Spellbinder 23:49, 1 Dec 2005 (GMT)
  • Kill - Bwa ha ha. Zaruthustra must've been employed by Verant / Sony Interactive. He nailed that impression. Bentley Foss 03:27, 2 Dec 2005 (GMT)
  • Kill So this is basically the Great Wall vs. the Mongols all over again. You build a very impressive fortification and it fails to protect you because of an open door. Brilliant. AllStarZ 04:03, 2 Dec 2005 (GMT)

Nemesis

A quick raid by the SSS (Special Spamination Squad) this afternoon resulted in the successful spamination of this hyperbolic-spam-masquerading-as-a-suggestion. - KingRaptor 13:58, 1 Dec 2005 (GMT)


Hardened Flesh

Timestamp: 14:28, 1 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: So you bought brain rot and never picked up a flak jacket. What is a zombie to do? Why, buy Hardened Flesh of course! Hardened flesh provides permanent body armor to tough zombies who've been around a bit. It would provide protection that is better than the flak jacket, 40% rounded down. The prerequesites for this skill would be Brain Rot (as the gray matter gets tougher, so does the flesh) and attaining level 15. This would not stack with a flak jacket.

As always with zombie skills, I don't have much hope for this suggestion but perhaps someone will piggyback on this idea to come up with something better.

Votes

  • Spam--Changed by myself at new information. It looks to simuler to be destingishably deferent, at least to me. Also, 40% is moe then the flak jacket reduces. I think taht the flak jacket only reduces it by 20%.Fullemtaled 14:30, 1 Dec 2005 (GMT)
    • Re - See comment below. This is MODIFIED. It's NOT THE SAME SUGGESTION. Kill it if you want to but learn what a spam vote is for. --Antrobus178 15:09, 1 Dec 2005 (GMT)
  • Kill - Hasn't this been proposed before... oh wait, it has --VoidDragon 14:56, 1 Dec 2005 (GMT)
    • Re - Oh wait, it's a revision of that suggestion, not the same one. --Antrobus178 15:06, 1 Dec 2005 (GMT)
      • - If your so insistent that your suggestion is not Dead Flesh +20, then I'll entertain you and change my vote to a clean kill. --VoidDragon 21:59, 2 Dec 2005 (GMT)
  • Keep--at this point, anything that helps zombies might get my vote...their % is down to 28..Nicks 14:59, 1 Dec 2005 (GMT)
  • Spam -- If this is a revised version of that previous suggestion and you are the author of that suggestion as well, then delete that suggestion and add a link from there to here saying that this is the revised version. This is spam otherwise since that previous suggestion hasn't left the voting queue yet. I will change the vote here to a keep once that is done. --Nov 15:13, 1 Dec 2005 (GMT)
    • Re - I am not the author of the original suggestion. However, it seems that people submit similar suggestions within two weeks of each other all the time without deleting the original. (See Death.) If that's not the way it's supposed to work then this can be removed and I'll resubmit it later. --Antrobus178 16:43, 1 Dec 2005 (GMT)
  • Kill - See this. - KingRaptor 15:23, 1 Dec 2005 (GMT)
    • Re - I feel this isn't overpowered because of the level 15 requirement. That limits it to less than 14% of the zombies out there.
  • Kill and don't forget to see this as well. --Matthew-Stewart 16:54, 1 Dec 2005 (GMT)
    • Re - Now that you mention it, I disagree that this is unbalanced, rarity aside. --Antrobus178 20:04, 1 Dec 2005 (GMT)
  • Kill - Not spam, because it's a bigger bonus than Dead Flesh. Bad, because it's a bigger bonus. --Dickie Fux 20:33, 1 Dec 2005 (GMT)
  • Kill - The only hinderance to a zombie is 1AP at death with Ankle Grab, now you want to make them even harder to kill? Don't buy brain rot before you get a flak jacket and remember to get Body Building, don't twink high level zombies... --PatrickDark 20:43, 1 Dec 2005 (GMT)
  • Kill - Nobody survivor in his right mind would ever knowingly attack a zombie who had this skill. As soon as he sees that the first bullet does just 3 damage, he'll find another zombie.--Milo 21:16, 1 Dec 2005 (GMT)
  • Kill - None of those Spam votes are valid. This is obviously a different suggestion. However, I don't think it's a good one, especially considering Milo's point. Very valid. Don't worry about the people linking to Dos and Do Nots though, author - half of those guidelines on that page are vague enough to be applied to at LEAST half the suggestions that make it into Peer Review. Besides Milo's point, 40% is a pretty big bonus. The level 15 prereq wouldn't be enough. And just by-level isn't thinking outside the box. Don't need to give advantages just to the high level zombies who already don't have that much trouble. Try thinking on a much more general level. Riktar 00:44, 2 Dec 2005 (GMT)
  • Kill - Look, either pick up a flak jacket before you get Brain Rot, or just deal with it. Zombies and survivors should not all have the same abilities! Bentley Foss 03:29, 2 Dec 2005 (GMT)
  • Kill The gray matter doesnt get tougher, it gets softer! Hence the term used for it 'Brain Rot'. Also, flesh doesnt get hard until rigor mortis sets in, and that makes them stiff, and then the flesh starts to rot. Also one more thing. Bullets go into zombies, not off of zombies. AllStarZ 04:21, 4 Dec 2005 (GMT)

Trip

Timestamp: 15:40, 1 Dec 2005 (GMT)
Type: Zombie hunter skill
Scope: ankle grabing zombies
Description: If a zombie uses ankle grab to stand up in the same square as a Zombie hunter with this skill, there is a 75% chance of failing their atempt to stand up and still spend their 1ap. The thing is that they stand up so quickly that they are unstedy. This action would not use ap and would not stack. This alows people to keep zombies from standing up long enough to throw out a window. NOTE: this means that on avrage you will stand up in your first 4 trys. Stands up automaticly after 10 ap are spent this way.

Votes

  • Kill- I kill be principal anything that would effect a user by altering the game machanics. If I do vote keep, it is for something good, unlike this which would just be moe greifing to the surviver class. Brain rot is grief enough thank you.-Fullemtaled 15:49, 1 Dec 2005 (GMT)
    • Re - Why? It dosn't stack and only hinders zombies atacking squares with zombie hunters. Ankel grab is still better that normal with this --Mr NoName 16:59, 1 Dec 2005 (GMT)
  • Kill - We need more Uber Ninja Zombie Killer skills because that way we can remove all the zombies from the game, because that would be a good thing. Also your spelling is wonderful...* or maybe this is an horrible idea (*Disclaimer: Sarcasm in Italics) --Matthew-Stewart 17:01, 1 Dec 2005 (GMT)
  • Kill - No. --Pyrinoc 17:06, 1 Dec 2005 (GMT)
  • Kill - No way. 75% chance of not standing up? That's deficient. - Ruining - 1237, Dec. 1 (EST)
  • Keep - Read it people. It does NOT affect people without ankle grab. I dislike the flavor, but this quite an interesting way to weaken ankle grab: On average it takes 3 more AP to stand, and only if you're at the same place as a zombie hunter. I'd rather Kevan just puts ankle grab at 5 AP to stand, but this could otherwise be a nice compromise--McArrowni 18:43, 1 Dec 2005 (GMT)
  • Kill - If a zed is so eager that it stands up before it can be dumped out, it will probably be rewarded with another headshot. --VoidDragon 19:04, 1 Dec 2005 (GMT)
  • Kill - ^ --Milo 20:15, 1 Dec 2005 (GMT)
  • Kill - Making a skill not work three times out of four just ruins the skill, which is bad. --Dickie Fux 20:37, 1 Dec 2005 (GMT)
  • Kill - No. --Seagull Flock 23:34, 1 Dec 2005 (GMT)
  • Kill explnation on why you think ankle grab needs to be removed please.--Spellbinder 23:44, 1 Dec 2005 (GMT)
  • Kill - Wah wah wah. Just deal with Ankle Grab. Bentley Foss 03:30, 2 Dec 2005 (GMT)
  • Kill YAY I GOT UP! Oh WOOPS! Damn... (5 tries later) HUZZAH! (Gets shot through the head). Damn... As you can see, this idea is not my cup of tea. As said before by many people, adding a factor to weaken a skill that tries to make life somewhat easier is like getting kicked in the balls, although the balls part is my idea. If you like getting kicked in the balls, the balls are probably gangrene. Go see a doctor. 04:25, 4 Dec 2005 (GMT)
  • Kill - Too many zombies have already left the game. Don't make it tougher on them without giving a corresponding large boost. --Drakkenmaw 20:40, 7 Dec 2005 (GMT)

Drag

Spam, spam, spam, spam, spammity--gone.--'STER 19:52, 1 Dec 2005 (GMT)


Today's Exhibit(REVISION)

Timestamp: 17:43, 1 Dec 2005 (GMT)
Type: improvement
Scope: Museums
Description: (Oh, Ive noticed a lot of concern about this interfering with the focus on the zombie inbalances situation, I never really thought of it because I knew theyd put this off until the most important things were solved. Rest assured that if this does pass, it should be put for a thing to do once everything that must be put in is taken care of.)

Alright, this is my second revision and this suggestion involves making museums a more interesting place to go, yes museums are naturally boring places to go but at least with this you can get a decent souvenir. And please forgive me on how long it is, I wanted to put lots of detail to make it understandable and clear for each item.

Now, I understand most of these items have no real purpose, that is very true... but there are three reasons I give them: 1: Even in a survivalist game people naturally horde wealth, it’s just instinctive, and some people would want to role-play that out… 2: Most of the items I put in here were useless for two reasons, one being that it makes it harder to get to the useful items, the second being not everything has to have a specific function. 3: Perhaps we can have something on there page that shows how much they have so they can brag about how wealthy they will be when they get out of here, because gathering wealth means you have hope for the future.

Obviously, there is no way the could have completely stripped every museum of all there items, they could have overlooked stuff, they did not have much time… and I believe what they were referring to when it says it’s been looted is the exhibit items. Now, as it says there is nothing usefully lootable in the museum, and following my list of stuff that is mostly true.

  • Artwork: Once a priceless picture of some artist and now a recent addition to your personal collection. It stated that there was some European and African art. It is true that it would be hard for a person to walk around Malton with a few paintings, but if you pointed that out then you would also have to concede to the fact that people normally cant walk around with 10 shotguns on there back either... But artwork would in fact have a use, like a generator, paintings can be added to a building and give the area a nicer look to state that somebody cares for this building, also it might give a description to how many paintings are here like ornate or if none exist then nothing would change from normal… some flavor text would be all that was added… In addition it might take two of your inventory to carry a painting.
  • Statue: Like the artwork I talked about above it would create a nicer look to a building. This I can see being more likely used in malls as they have more room for statues and less room for paintings. This too would have show increases in the number of statues in the building, yes this has no have no real use but some people really care for there homes and I’m sure a few would like their place to look very wealthy.
  • Historic Items: (I have no clue where Malton is but it sounds like it would be in the modest of America. And would probably include frontier items, imported items from around the world.) If its in Britain as people say (and there not just saying its Britain so it eventually becomes Britton) Then I really wouldn’t know what kinds of historical stuff would be found in there museum, but Malton just seems to have a Mid-Eastern America feeling to it for me… but Ill try to put items that can be found in most of the areas Malton is likely to be.
  • Heavy weapons: Well whether this is in Britain or America you’d probably find the heavy weapons of world war two, only problem is not only have they been dismantled so they no longer work and even then there is no current ammo existing for them even the armories. But anyone who wants a heavy weapon can be pointed to the nearest museum, poor saps... (Dickie Fux helped create this idea, basically the same as the swords and axes idea, in a sence they are wall hangers. Im sure a few people would like an enfield(enfields rox) placed on there headquarters wall.
  • Medieval armor: This is an actually useful item but hard to get, it would have penalties like restricting 2ap per movement like a zombie, (Yes medieval people were quite adept at moving in armor, but the people likely to find these suits are not from that period and also not fully meant to wear that suit.) They also wouldn’t have the ability to wear Bulletproof Vests. They would however gain a damage reduction of 1 vs. attacks lower than 4. Similar to Bulletproof Vests but not the same. Now, we all know the reason the Full Plate went out of use, but now we are facing an opponent that uses attacks that this armor was built to protect against an enemy where the gun is no longer in use. Now please understand that I’m not saying that this be the new armor for humanity, all it would be is a real low chance like, a 1% chance prize at the end of all the other "valuables" they would have to go through to find it. (Dickie Fux anded to this part, basically somebody mannages to get a second suit of armor, so what do they do with it? rather than ditching it on the street they set it up in the corner of there headquarters.)
  • Swords and Battle Axes: I do not know if anyone cares for this one, all it would really be is an alteration to machete but does the same thing. Perhaps a bit more powerful if enough people think it should be, but if this passes I think somebody could come around and make a suggestion for it. Adding to that it would be almost as hard to find a sword as the armor. (From the great idea of Dickie Fux, Basically these medieval weapons are the equivent of there modern counterparts, however I am sure these would be great to both have personally or on your wall because they look honestly nicer. If that is too much we can keep them just for wall hangers, but for how hard it would be to aquire them I think it wouldnt be so much of a trade off when there modern conterparts are easier found.)
  • Jewelry, good for zombies and humans alike, what is it good for, being rich of course. Perhaps it can do something to the character, even in real life people wear Jewelry not because it is useful but because it looks nice and perhaps it makes people stand out, which is what its ment to do really. Perhaps at some point somebody could take that idea further to include cloths, might be a little more interesting to see that rather than who has what feats… not saying you’d see them just a description is all… this is also not something I’m stressing, don't kill just because of it…

(Also please don’t kill solely on the basis of that it would mean the death of the servers, and I didn’t intend this as a way to shove the armor in. And again most importantly please forgive me for putting such a long suggestion.)(Now including correct spellings of britain, I hope)

Votes

  • Keep - Well at least I can assure one keep gets put in, I tried to be as discriptive as I could. Also I dont know the exact proccess of how I'm supposed to delete my last suggestion, I have no idea how to create a link to it, and I dont know how that link would even work if I deleted the old suggestion in the first place. Help?--Ringseed2 17:47, 1 Dec 2005 (GMT)
  • Kill - It's not such a bad idea but I don't think it feels in genre for zombie besieged suvivors to start making art galleries in malls. --Jon Pyre 17:49, 1 Dec 2005 (GMT)
  • kill I am so sorry but that has to be a kill, it is amusing though I will give you that.--Fullemtaled 17:54, 1 Dec 2005 (GMT)
  • Keep A few crazy ideas, but overall good.. even if i wasted 2 minutes of my life on it--Adrian 18:42, 1 Dec 2005 (GMT)
  • Kill A good Idea and well thought out but this is not the time for it try to submitt it again later. I love all the RP potential here but right now we need something to help the Zombies to equlize the Game. Keep this and try again later--Doctor Putzs 19:04, 1 Dec 2005 (GMT)
  • Kill - If banks, office buildings and malls have already been looted and vandalized, why would Museums not be also? --VoidDragon 19:31, 1 Dec 2005 (GMT)
  • Kill - I don't think gaining wealth is really top on one's mind during an apocalypse. And any suggestion that's that long is by definition not simple. --Argus Blood 20:34, 1 Dec 2005 (GMT)
  • Keep - I like this, with the addition of being able to move items from one place and show them in another. Anyone who's seen Land of the Dead should appreciate this. It probably shouldn't be implemented for a while, though. EDIT: I bet the Axes High group would love finding antique battle axes to decorate their headquarters. --Dickie Fux 20:46, 1 Dec 2005 (GMT)
  • Re: - Thats a briliant idea! I never would have thought of that one, medieval weapons on display... that puts a really cool spin on a lot of things, Like swords and battle axes, The would be the same as there modern day equivalents... but would make interesting decorations, I think the same could work for the heavy weapons, even the armor, though I think most would prefer to wear it than display it... but if they had two I can see that they would do that...(I am going to add that idea to the collective, thanks!) --Ringseed2 21:33, 1 Dec 2005 (GMT)
  • Kill - Gaining wealth would probably be on the mind of at least a few people (actually, probably MORE than a few) in a city in this type of situation, put I don't think this is the right approach. Maybe when you search in buildings that would have valueables, like malls or the mueseums, there would be a chance to find some valueables left and gain a little bit of XP for it. A looting skill could increase the chance or the XP gained. That said, the art/statues idea is interesting and would be pretty cool to build up an art collection in game, and you are right that the full plate actually would be useful against the zombie's attacks. --Zarquon 21:14, 1 Dec 2005 (GMT)
  • Keep - I know there are more important things to be done, but I love to collect shit.--Milo 21:34, 1 Dec 2005 (GMT)
  • Kill This doesn't fit the flavor of the game at all. Its just silly to have this tense atmosphere of a zombie holocaust and then some dude comes wandering along in plate armor wielding a claymore. --Zaruthustra 21:52, 1 Dec 2005 (GMT)
  • Re: - Yes that is true, but medieval combat hasnt completely faded from existance... not saying its better than a gun... but with what humans are fighting against both weapons are appropriate... its just as crasy for someone to be attacking with a axe and no armor at all... but youd be supprized, if people are running around with baseball bats and axes, then its not to far of a leap to see the occasional sword, both in the midwest of America and Brittain there are a larger number of both the weapons and armor and the people who know how to use them than most people realize... People dropped platemail when it became unusable, the time now comes where mankind finds flak jackets useless against there opponent... so it will go back to older methods of combat and protection... but like I said from the beginning, the armor wasnt ment to be armor for the masses, that would go against the genre... thats why its hard to come by... so its just some guy rather than 50 to 100 people held up in a building with all full plat, that would be just scary, but truely, if all of them are working that hard to aquire the armor in the first place...yikes...--Ringseed2 22:19, 1 Dec 2005 (GMT)
  • Keep - I like the flavour. --Kulatu 21:55, 1 Dec 2005 (GMT)
  • Kill - I like the flavor, but don't like the scope. You're starting off way too wide. It's hard to tell how the general populace of the game would take to this idea. I do like the stealing artwork idea; and the general theme of lootage. *loot loot* Riktar 00:48, 2 Dec 2005 (GMT) Edit: By scope I don't mean "museums" I mean "you can steal a crapload of stuff and some of it is just useless/for collection purposes, while also others are beneficial items and then there's this and that and over there... etc."
  • Kill - I love the idea and I would adore the thought of nicking baubles and stuff like that. Buuuuut...I am against the thought of putting any NEW equipment in the game taht provides another function for survivors. I would propose that, though I'd want this to be submitted, the armour not be included. Swords and battle-axes and antique revolvers are fine, so long as they're numerically identical or inferior to already existing items, and useless items like paintings and statues are just great. Re-submit this without the armour, and I think people will approve. --Snikers 02:51, 2 Dec 2005 (GMT)
    • Re: Yea, thats probably what Im going to do, but I think I will leave this up a day or two, that should give me some time to listen to peoples suggestions to make it a little better than it was last time. Also, I think I should stop and resubmit it for the reason that I need to put into this idea some way that would keep these things from not becoming permanent, I dont know if people would like them to be permanent or not... because if i make them unpermanent people who are mean could reck an entire rooms worth of hard work, however if they make towers multi level they could cut access off from them and those better protected.. in fact I can see that some group that considers itself quite well off spending its time decorating a tower up quite nicely.. a show of power perhaps......Hey if anyone knows the solutions to these problems please contact me...--Ringseed2 05:14, 2 Dec 2005 (GMT)
    • Re: - could this please be linked to the third revision of todays exibit.. sunnova.. Im going to make a suggestion to have this place make a how to course on the proper way to close wikis and link them...--Ringseed2 15:44, 12 Dec 2005 (GMT)

Names

Timestamp: 18:18, 1 Dec 2005 (GMT)
Type: Rule
Scope: New Players
Description: Could we make the names fit into RP? I know you can't change everyone's name.. but just the new players are forced to choose a correct name otherwise getting character deleted? I'm sick of hearing people called "Zombie Girl123" and names with numbers, or even the ones which sound like robots.. this is an MMORPG for crying out loud. Even the zombies had names before they died... immagine your parents looking over a newborn and going.. "I name him.. CoolguyZombie42" I know there aren't enough names to go around.. but this is an international game.. you can mix surnames and names to form many combinations, from the local country.. COuld we have more RP please?

Votes

  • Kill If Blizzard can't solve the problem, i doubt poor kevan can. A name no one has thought up is so hard to come by. I was lucky enough that both mine went through. --Vellin 18:28, 1 Dec 2005 (GMT)
  • kill - No. Edit: but I should add. That i did see a guy called, "This is an MMORPG" - --Fullemtaled 18:29, 1 Dec 2005 (GMT)
  • Keep Author vote.. This is an international game.. anyone wants some maltese surnames...or any place you come from? --Adrian 18:30, 1 Dec 2005 (GMT)
  • Kill - I know that a few people have written in their journal that the characters they are playing choose new names after the outbreak. This still doesn't explain stuff like 'bignob32', but there you go. -- Andrew McM 18:33, 1 Dec 2005 (GMT)
  • Keep I think it wouldn't be hard to get rid of numbers at least. It isn't hard to come up with a name that no one has chosen(with as many languages as there are). Look at me, I am 'Matthew Stewart' in game. You don't have to pick a "handle" that makes you sound like a " 1337 }{4xx0r " or AI bot--Matthew-Stewart 18:39, 1 Dec 2005 (GMT)
  • Kill - If people were a little CREATIVE... --ALIENwolve 19:13, 1 Dec 2005 (GMT)
  • Kill - You're never going to be able to eliminate this problem entirely. It doesn't seem worth the effort just to eliminate the kiddies. There will always be someone who wants to name their character something like HappynoodleBoy [[1]] and there's nothing really to do about it. If you enforce naming regulations, people will just make absurd combos out of it. Many of us would love if everyone played these games (even if they are for fun) with a reasonable amount of RP, but it won't happen. --S Kruger
  • Kill - Oh come now, you want to force names onto people? I agree with the underlying sentiment, but let people choose their own name. --SCOS OJ 2001, 1 Dec 2005 (GMT)
  • Kill - I disagree with the underlying sentiment.--Milo 20:49, 1 Dec 2005 (GMT)
  • Kill - I see your point, but it's not that big a deal. --Dickie Fux 20:52, 1 Dec 2005 (GMT)
  • Kill - Go mirror yourself a role play server. This isn't going to happen. --Zaruthustra 21:47, 1 Dec 2005 (GMT)
  • Spam - Basically impossible to implement, and thus a ridiculous suggestion. --VoidDragon 22:55, 1 Dec 2005 (GMT)
  • Kill Its bad enough your parents name you. Why can't you choose your own name for games? I HATE MY MIDDLE NAME! GRAAAGH! 23:27, 1 Dec 2005 (GMT)
  • Kill comes from a good place, but sadly, poopthower and his friend, Dr Doom are both here to stay.--Spellbinder 23:36, 1 Dec 2005 (GMT)
  • Kill - Who cares? - KingRaptor 02:35, 2 Dec 2005 (GMT)
  • Kill - Personally, I get much more satisfaction killing illiterate leeters ---- McMurray 13:05, 3 Dec 2005 (GMT)
  • Kill - Sadly, though I agree with the sentiments behind this, the solution isn't. I joined this MMO four months and approx 50k players after it started, and I still was able to get a simple, six-letter word that avoided a number suffix, or any 'thirteen-thirty-seven' speke. -Empath 16:51, 14 Dec 2005 (GMT)

Gangrenous Rot

Timestamp: 18:22, 1 Dec 2005 (GMT)
Type: Zombie Skill, Subset of Infectious Bite
Scope: Zombies
Description: If a zombie hits you with a melee attack, the resulting wound becomes gangrenous from the virus. You loose 1 HP per action until cured. Speaking does not cause a loss in HP. Anyone can cure gangrenous rot with a FAK. A survior cannot have multiple gangrenous wounds. If a survior is infected and gangrenous, they loose 2 HP per AP spent. 1 FAK cures both infection and Gangrene at once.

Votes

  • Keep Own suggestion. EDIT: The reason I designed this is because gangrene is the death of flesh on your body over time, and I figured that if a zombie gashes you with his claws, your flesh would become gangrenous and start to die. Its not about alternatives to infectious bite or pumping melee (cause you can only have one gangrenous wound). It was all about adding additional DOT because I feel that Zombies are a DOT class and should have more than one DOT attack. --Vellin 18:22, 1 Dec 2005 (GMT)
  • Kill--Fullemtaled 18:28, 1 Dec 2005 (GMT)
  • SPAM -- JUST BITE HIM! --Adrian 18:29, 1 Dec 2005 (GMT)
  • Kill - Because infectious bite is a way of making bite worthwhile to zombies with full health. Hand attacks are better damage wise because they don't come loaded with special abilities. --Jon Pyre 18:32, 1 Dec 2005 (GMT)
  • Kill - I like the bite special features personally, but this just doesn't feel quite "right" to me. --Matthew-Stewart 18:41, 1 Dec 2005 (GMT)
  • Kill - Same reason why survivor melee weapons don't get the "advanced training" skills that survivor ranged weapons have. This would kill the balance between Bite attacks and Claw attacks. --VoidDragon 19:20, 1 Dec 2005 (GMT)
  • Kill - What, every melee attack? Not a chance. Maybe with a really low percentage.--'STER 19:58, 1 Dec 2005 (GMT)
  • Kill - The advantage of claw attacks is the better chance to hit, and better overall damage per AP. The advantage of bite attacks is the bonus abilities. --Dickie Fux 20:55, 1 Dec 2005 (GMT)
  • Kill - Would make zombies more dangerous, but I dunno about every attack that hits... maybe only a small chance or just bite attacks. --Zarquon 21:18, 1 Dec 2005 (GMT)
    • RE I said in the main body only the first melee attack creates a gangrenous wound.
  • Kill I don't get it. So when you get attacked by the hands, the wound becomes gangrene? Your limbs become gangrene when insufficient blood reaches them. This could be caused by long term blood loss, infection, or by having your blood circulation to that particular limb cut off. I don't get how a virus can be passed by dry contact. In order for most un-airborne viruses like those in the game to circulate, there must be fluid transfer. AllStarZ 21:34, 1 Dec 2005 (GMT)
    • RE My assumption was that a zombie's melee attack rends the flesh, creating an open wound, and since a zombie's flesh is noxious, it would be easy for a melee attack that penetrates the flesh to infect it.
      • It takes a massive bacterial infection to do that, and if a zombie carried that much bacteria, the bacteria would eat away at the zombie itself AllStarZ 02:58, 2 Dec 2005 (GMT)
  • Kill No no no no no no. Hands should not infect like bite, also this makes no sense. Gangrene? --Zaruthustra 21:46, 1 Dec 2005 (GMT)
  • Kill - Infectious Bite is already enough. --Seagull Flock 23:50, 1 Dec 2005 (GMT)
  • Kill - What they all said. Bentley Foss 03:32, 2 Dec 2005 (GMT)
  • Spam - bite them with infection. --Deathnut 06:08, 2 Dec 2005 (GMT)

Theme Change

Removed for being a retarded joke. It's not even going into the humorous suggestions.


Facial Slash

Timestamp: 20:20, 1 Dec 2005 (GMT)
Type: science skill or military skill
Scope: Survivors
Description: If a survivor with this skill uses a knife to succesfully attack a zombie, the zombie loses their scent. Would be useful to necrotechs who don't want to be tracked down via scent trail.

Votes

  • Keep Own suggestion. If you don't know how scent trail works, please don't vote.--Milo 20:20, 1 Dec 2005 (GMT)
  • Kill - for the reason the author gave: useful to necrotechs who don't want to be tracked--WibbleBRAINS 20:48, 1 Dec 2005 (GMT)
  • Kill - Just kill it. --Dickie Fux 20:56, 1 Dec 2005 (GMT)
  • Kill Why is it that whenever a skill is useful people insist on murdering it? --Zaruthustra 21:43, 1 Dec 2005 (GMT)
  • Kill Er, counterabilities are baaad. AllStarZ 23:02, 1 Dec 2005 (GMT)
  • Kill Counterabilities ARE bad. --Spellbinder 23:34, 1 Dec 2005 (GMT)
  • Kill - Stop counterbalancing every single skill. Deal with it. Bentley Foss 03:33, 2 Dec 2005 (GMT)

Flash of Blades

Timestamp: 20:25, 1 Dec 2005 (GMT)
Type: science skill or military skill
Scope: Survivors
Description: If a survivor with this skill uses succesfully attacks a player wearing a flak jacket using a knife, the flak jacket is destroyed.

Votes

  • Kill Not exactly my own suggestion, although I'm posting it now; it was popular on the old page. Anyhow, I don't like it, personally. Too hard on brain rotters.--Milo 20:25, 1 Dec 2005 (GMT)
  • Kill - I don't think PKers are a huge problem, but there's no point encouraging them. --Dickie Fux 20:59, 1 Dec 2005 (GMT)
  • Kill Bad name, and poor zombies. AllStarZ 21:37, 1 Dec 2005 (GMT)
  • Kill A resounding "screw you" to zombies and people who dont like being PK'd. --Zaruthustra 21:40, 1 Dec 2005 (GMT)
  • Keep A use for knives, plus I've never really seen the point of zeds being the only ones who really use flak jackets. Just put this in and give them an equivalent skill.--'STER 21:44, 1 Dec 2005 (GMT)
  • Kill - Suggestion Dos and Don'ts #3: Leave Other People's Inventory Alone --VoidDragon 22:46, 1 Dec 2005 (GMT)
  • Kill The Goons of unplayablity must be forcing your hand. i know you would never make a suggestion like this of your own free will. we forgive you--Spellbinder 23:21, 1 Dec 2005 (GMT)
  • Kill - Fortunately, VoidDragon reads the rules. Unfortunately, you do not. Bentley Foss 03:34, 2 Dec 2005 (GMT)

Scent Life

Timestamp: 20:25, 1 Dec 2005 (GMT)
Type: zombie skill
Scope: Zombies
Description: A zombie with this skill is given, in the room description, directions to the nearest group of five or more survivors (provided they lie within a two block radius of the zombie.) For instance a zombie might log in to see "There is a group of humans nearby [1 W, 2 N]," or "There are no nearby concentrations of humans," at the top of the page. (Alternately, the coordinates could be omitted in favor of a more flavor-based but less detailed "You smell flesh to the south east" or whatever. The coordinates in scent trail are kinda ridiculous.)

Votes

  • Keep (Co)author vote. It could be a bitch for the server, but this would help zombies find safehouses.--Milo 20:47, 1 Dec 2005 (GMT)
  • kill - --Fullemtaled 20:51, 1 Dec 2005 (GMT)
  • Keep - I've been thinking of suggesting pretty much the same thing. I would change the text to something with more genre flavor, like "There is food to the north," or "You are outside a building. There is food inside." No coordinates, though; you would know you were there when it said "food inside" instead of "food north/south/east/west". --Dickie Fux 21:06, 1 Dec 2005 (GMT)
  • Keep - Good idea, but I wouldn't give the exact coordinates but increase the range. Maybe it should cost an action point to use, if nothing else than to save the server. Kinda like a reverse flare or something. --Zarquon 21:23, 1 Dec 2005 (GMT)
  • Kill Another see inside buildings idea. --Zaruthustra 21:39, 1 Dec 2005 (GMT)
    • Re: Scent trail is an already existing "see inside building idea"...--Milo 21:43, 1 Dec 2005 (GMT)
  • Keep What they said. (not zar, the others.)--'STER 21:39, 1 Dec 2005 (GMT)
  • Kill - See inside buildings, but without using AP or having a chance to fail...? Don't like it. --Shadowstar 21:53, 1 Dec 2005 (GMT)
  • Kill I like it, but change it so that it requires an ap to use, and is a bit more vague in it's directions. Also, if there are multiple humans in range, it should just point you in the direction of the largest group (closest if they are all the same size). --Zeek 22:28, 1 Dec 2005 (GMT)
  • Kill - It's a bird! It's a plane! No, it's SuperZed!!! Breaking out the kryptonite on this X-ray vision suggestion. --VoidDragon 22:44, 1 Dec 2005 (GMT)
  • kill - Sorry but I gotta kill this, it this can be used to find people in buildings takes out the use of false safehouses, and realistically the sent tracking ability works becuase you have smelled and remembered that particular person. The city however has an innumarable ammounts of human sents that stay long after the person has come and gone... or even died. On top of that there are even more people that are safely held up (I.E. the characters not played in 6 days or so) youd be smelling them too... lastly, if this is implemented... This may lead to an increase in PKers.. "kill the first person that gets above five...that way theyll never notice us and go to the police department..." --Ringseed2 05:38, 2 Dec 2005 (GMT)
  • Kill --Deathnut 06:13, 2 Dec 2005 (GMT)
  • Kill - The UBP is cool. No reason to go ruining it. --Drakkenmaw 20:50, 7 Dec 2005 (GMT)

Headshot Revised

Oh... well that's not good. I've removed a good few due to spams. --ALIENwolve 23:33, 1 Dec 2005 (GMT)


Uberman

Sent to humorous suggestions...and just barely. (heck remove it if ya want) --bbrraaiinnss 22:51 Dec 1 2005


Check dead

Spaminators unite! Spaminating the foces of poor grammar and incoherence!--Zaruthustra 23:20, 1 Dec 2005 (GMT)


Zombies doing survivors up the butt

Three spam votes before the first keep vote means it's outta here! — g026r 01:59, 2 Dec 2005 (GMT)


Support Urban Dead

Timestamp: 01:47, 2 Dec 2005 (GMT)
Type: Money making
Scope: Support Urban Dead
Description: Sell the names of building to people willing to pay money for some Internet fame. (Since Kevan used the limit of $5 way back when UD was new, I'll use dollars too.) $50 for a Mobile Phone Mast Building, $30 for any other building, To have a street named, $10. Consider 10,000 grid squares, minus the half or so that are unnamed. 5000 * a minimum of $10.

Votes

  • Kill -- Is nothing sacred anymore? Also, please ignore my comments on the previous suggestion. --SCOS OJ 0146, 2 Dec 2005 (GMT)
  • Keep -- Sounds okay to me...--Milo 01:53, 2 Dec 2005 (GMT)
  • Kill - Just what we need, more advertisements. I can't wait to set up a safehouse in the trojan condom bar. --Cabbage cookies 01:54, 2 Dec 2005 (GMT)
  • Keep -- "The Nicks Hospital" I like it!!--Nicks 02:3, 2 Dec 2005 (GMT)
  • Spam - Nominate this to be moved to Humorous Suggestions. --VoidDragon 02:10, 2 Dec 2005 (GMT)
  • Kill - Unless I get to have a fort named after me. - KingRaptor 02:39, 2 Dec 2005 (GMT)
  • Keep Why not. your talking real dollers going into a game i like to play. and i doupt that kevin, should he deside so actualy do this, is going to change the name of a street to poopshoot road--Spellbinder 03:14, 2 Dec 2005 (GMT)
  • Spam - Yeah, I've gotta vote spam. These suggestions have been going way downhill lately.... Bentley Foss 03:36, 2 Dec 2005 (GMT)
  • Spam- needs to be moved to Humorous Suggestions. --Deathnut 06:14, 2 Dec 2005 (GMT)
  • Keep -- An idea very much like this actually worked pretty well in Ravenblack City. Users who donated a certain amount of money were allowed to name and describe a single building on the grid. So long as there are some reasonable limits placed on what people write (no obscenities, no insults, etc.) I think this could add a lot of flavour and it could encourage people to donate just to see their name in lights. --MoonLayHidden 09:07, 2 Dec 2005 (GMT)
  • Kill - please no ad's on the great game. i mean it--Heamo 22:56, 2 Dec 2005 (GMT)
  • Keep - I don't see how this adversly affects the game. It helps Kevan and, ultimately, HE decides what names/descriptions get used anyway. And, by the way do people NOT know what spam votes are for? --Pesatyel 23:02, 2 Dec 2005 (GMT)
  • Keep - Author's own vote. I can see that many may have though I was kidding, as the previous title of the suggestion was "Selling the Soul of Urban Dead", but I was absolutely serious. I ask that people re-evalute their Spam decisions. V Cent 01:57, 3 Dec 2005 (GMT)
  • Kill - Yes, let's let Oram Walk become the Burmashave PD. Sure. --Drakkenmaw 20:54, 7 Dec 2005 (GMT)
  • Keep - This is NOT a ridiculous idea, gang. Kevan could make bookoo $$$ if he (1) sold street names and building names to advertisers and (2) inserted useless garbage items with actual product names You dig through the trash but only find some empty Frito Lay Potato Chip bags. --Squashua 17:11, 14 Dec 2005 (GMT)

Delete Inactive Players

Timestamp: 02:07, 2 Dec 2005 (GMT)
Type: Interface
Scope: Server
Description: The server's been slowing down lately, especially because the database size is getting larger and larger with people abandoning characters and making new ones. Although I don't think this will help much, I suggest that we delete the players that haven't logged in for 30 days or more.

Votes

  • Kill - People may loose internet but not abandon. Especially during school time. --Cabbage cookies 02:10, 2 Dec 2005 (GMT)
  • Kill - I just brought back an ancient character, who I hadn't played since July. Mk I syringes!!11--Milo 02:12, 2 Dec 2005 (GMT)
  • Kill - 30 days for each of the first 3 levels the character has and then 15 for each addittional one after. --TheTeeHeeMonster 02:14, 2 Dec 2005 (GMT)
  • Kill - (database) Size matters not. Well, not much. Just leave 'em alone. Bentley Foss 03:38, 2 Dec 2005 (GMT)
  • Kill - I'm pretty sure this falls under the "don't mess with characters when logged out" rule. Even if they have been logged out for 2 months, there's always that chance. --Vellin 05:05, 2 Dec 2005 (GMT)
  • Kill - Resubmit this as the user's decision to delete a character and I'll vote keep. It bugs me that I've got 5 characters that I'm not using and that are just clogging things up and preventing others using their names. Plus I gues it skews the stats? (not sure about that.) --McMurray 13:10, 3 Dec 2005 (GMT)
  • Kill - I agree with the other McM. I started off with a few characters to get the feel of the game, and now I only play 2 of them (my main character and a zombie alt). I only found out about the IP limit until it happened, then I found there was no way to delete my experimental characters. Being given an option to delete old characters would be a boon. -- Andrew McM 13:51, 3 Dec 2005 (GMT)
  • Kill -This suggestion is screwed beyond belief so I'm driving the final nail into the coffin. -Penance 23:17, 15 Dec 2005

Use emptiest firearm first

Timestamp: 02:09, 2 Dec 2005 (GMT)
Type: Improvement
Scope: Pistols and shotguns
Description: When a character with multiple firearms of the same type makes an attack, ammo should be deducted from the one with the least shots remaining (other than none). This is always the tactically preferable choice under current rules: it doesn't affect the total number of shots you can take before being forced to reload, but it improves your reload options (for pistols) and discard options (for both pistols and shotguns).

For instance, a character with Pistol (6) and Pistol (1) who makes a pistol attack can currently end up firing from the full pistol. (I'm not sure how common the stack ordering makes this, but it has certainly happened to me.) 6 & 0 is strictly better than 5 & 1, since it leaves the option of reloading without wastage and means that if I have to discard a weapon for some reason, I can minimise my ammo losses.

IRL, the solution is 'tactical reloading' - you top up a half-full gun without throwing away the rest of the clip, leaving you with a full gun and a half-full clip. That might be possible to implement but would add complexity; this is a simpler way that achieves much the same effect.

Votes

  • Keep - author vote. --William Gordon 02:09, 2 Dec 2005 (GMT)
  • Keep - I concur, I have had that problem several times and makes it harder to carry ammo when I have 5 pistols with between 6 and 1 bullets and I never use the 1. It means I will probably have to reload several times in one battle. --Cabbage cookies 02:14, 2 Dec 2005 (GMT)
  • Keep - I like it --Spellbinder 03:15, 2 Dec 2005 (GMT)
  • Keep - I like it. (Holy cow, I actually voted keep on something for a change!) Bentley Foss 03:46, 2 Dec 2005 (GMT)
  • Keep - I like it --whuh? 04:01, 2 Dec 2005 (GMT)
  • Keep Do I really have to explain why? It's common sense! --Volke 06:43, 2 Dec 2005 (GMT)
  • Keep - What they said above. Rhialto 14:05, 2 Dec 2005 (GMT)
  • Keep - I concure. This has been driving me crazy lately. --Jstoller 20:28, 6 Dec 2005 (GMT)
  • Keep - Mucho likeage of this one. --Athos710 13:42, 9 Dec 2005 (GMT)
  • Keep --Dickie Fux 17:23, 11 Dec 2005 (GMT)
  • Keep -This is going to Peer Reviewed anyways so I'm voting just for the sake of it. -Penance 23:26, 15 Dec 2005 (GMT)
  • Keep Delightful. --LouisB3 02:05, 17 Dec 2005 (GMT)

Drop last item in list first

Timestamp: 02:28, 2 Dec 2005 (GMT)
Type: Interface
Scope: Inventory
Description: If there are multiple items (e.g. wire cutters), and you drop a pair of wirecutters; currently, the firt pair of wirecutters in the inventory gets dropped. If I am quickly looking through my inventory, it's mildly annoying when my non-consumable inventory keeps getting shuffled around when I drop redundant items.

Votes

  • Keep - Submitter Vote --ERNesbitt 02:28, 2 Dec 2005 (GMT)
  • Kill - Not worth the code. As long as the item is still there then it shouldn't matter. Yes it's midly confusing but it doesn't hurt the gameplay. --Cabbage cookies 02:31, 2 Dec 2005 (GMT)
  • Keep - if simple to implement. Though my preferred solution would be for the inventory to sort by item type. --William Gordon 02:38, 2 Dec 2005 (GMT)
  • Kill plenty of created tools to handle this problem, and at the heart this is a "i want my inventory to be pretty" suggestion.--Spellbinder 03:17, 2 Dec 2005 (GMT)
  • Kill - Reverse list actions aren't that simple to implement. It's sometimes confusing, but it's just something to deal with. Bentley Foss 03:47, 2 Dec 2005 (GMT)
    • Re - It wouldn't be too bad, just reverse sort through the inventory array with a for($i=$array_length; $i=1; $i--) { Conditional delete code here }. But I like what Vellin said below better. --ERNesbitt 17:23, 2 Dec 2005 (GMT)
  • Kill - Besides,there was a better suggestion a while back that actually dropped the item you selected, not just the first or last in the inventory queue. --Vellin 05:07, 2 Dec 2005 (GMT)

Smaller Inventory size

Timestamp: 03:05, 2 Dec 2005 (GMT)
Type: No clue
Scope: Inventory
Description: For added realism, we should lower inventory size. I mean, what man would be able to carry around like 20 shotguns and walk around the city? I say that inventory size should be cut down to 30, and possibly implement a backpack idea? Im not sure, Ill leave others to work that out.

Votes

  • Kill--Fullemtaled 03:16, 2 Dec 2005 (GMT)
  • Kill No. --Spellbinder 03:17, 2 Dec 2005 (GMT)
  • Kill - The way I see it, people would pick up things along the way that would let them carry a certain amount of supplies. Whether it's a backpack or a duffel bag, or a suitcase, or whatever, people would find a way to cart their loot around. Plus, we don't need to carry fewer items. So, in short, kill.  :-) -- Ethan Frome 03:20, 2 Dec 2005 (GMT)
  • Kill - Same as Ethan --Cabbage cookies 03:24, 2 Dec 2005 (GMT)
    • RE: Im still annoyed at the fact that people can carry 20 shotguns and those shotguns float in an alternate dimension until they are used. I mean, carrying like 5 shotguns would be alot more modest than 20, which can equip a platoon. AllStarZ 03:31, 2 Dec 2005 (GMT)
      • Re: - I'm aware that carrying a ton of shotguns is unrealistic, but it would be difficult for the inventory system to change. Do we suddenly force people to drop many of the things they have carefully accumulated? I'd be more likely to support a limit on shotguns (which might require that they become more powerful, or take longer to reload, or something else to balance them) than a blanket reduction in inventory size. -- Ethan Frome 06:18, 2 Dec 2005 (GMT)
  • Kill - Realistically, well-organised survivors who found more weapons etc. than they could carry would be caching them in case of emergency, not throwing them away. Larger-than-realistic inventory makes up for not being able to do this in-game; think of it not as "carrying 20 shotguns" but "I hid one in this safehouse last week, just in case". --William Gordon 03:33, 2 Dec 2005 (GMT)
    • RE: No they essentially carry around a back pack which can compress 20 shotguns and 10 shells into the space the size of a back pack. Or maybe a portal box which stores their stuff in a separate dimension. Hm.... Anyways, you can reload all 20 shotguns in a certain AP cycle without "going to your safehouse". AllStarZ 03:43, 2 Dec 2005 (GMT)
  • Kill - No. No no no. Stop it. These awful suggestions are starting to annoy me. Bentley Foss 03:48, 2 Dec 2005 (GMT)
  • Kill - And what will happen to all of the people with 20 shotguns (or over 30 items for that matter) when this gets implimented? - Jedaz 05:39, 2 Dec 2005 (GMT)
  • Kill - As long as the inventory isn't infinite, I see no problem with the current "hammerspace" storage ethic. --Drakkenmaw 20:59, 7 Dec 2005 (GMT)
  • Kill -this one is screwed too so I'm putting it out of its misery. -Penance 23:31, 15 Dec 2005 (GMT)

Innate Skills

Timestamp: 21:35, 1 Dec 2005 (EST)
Type: Skill
Scope: Survivor Characters for the moment, ideally zombie characters as well
Description: At the moment, this suggestion would only appy to Survivors, since they can be divided up into individual classes. I am a supporter of zombie classes as well, but since they do not yet exist, I'll just work this out to pertain to survivors. This idea involves giving each character class a skill that they have automatically, and that is unique to their class. This would help differentiate between classes and make it desireable to choose some of the more under utilized classes. The only possible issue I can see is with players already in the game who would have wanted a different class had they known what the innate skills were.
  • Private: Martial Discipline- +3% to hit with all attacks. This reflects the Military Training of the private which would lend itself to improving combat effectiveness. While 3% may be a bit low, it's designed to not overpower the Private's already overwhelming combat prowess at the start of the game.
  • Scout: Rooftop Access- A skill logged in the Peer Reviewed Suggestions page. Scouts have the option of getting on the rooftop when entering a building. While on the rooftop, they can see anyone outside the building, but cannot see inside the building. Characters inside the building see the Scout as being inside, but characters outside the building cannot see the Scout at all. It would take 1 AP to get on the roof, and 1 to get off.
  • Medic: Medical Rationing- Medics, being trained to work in hostile situations, can stretch out the supplies in a FAK longer than they are intended. Lets a FAK be used twice before it's exhausted.


  • Doctor: Medical Experience- Makes EXP gained equal to HP restored. Makes leveling up for Doctors much easier. EDIT: This was supposed to be in, but I left it out: If a character has less than 5 HP missing, healing grants 5 EXP. This makes sense, since it encourages Doctors to heal the most heavily wounded first.
  • Necrotech Lab Assistant: NecroNet Locator- Displays the location of all Necrotech buildings in the suburb the Assistant is in. It appears at the bottom of the screen as "NecroNet Locator: (x,y)."


  • Cop: Enforcer- Human/Human PKing in the same building/block as the Cop is displayed as an event, i.e. "John Smith attacked John Doe for 3 damage". This could be a potentially usefull skill for anti-PKers, but doesn't overbalance an already powerful class.
  • Fireman: Emergency Entrance- Firemen with Fire Axes get a +10% (could be modified) bonus when attacking Barricades. If this seems like a relatively weak advantage, it's to reflect the major advantages that Firemen already have.
  • Consumer: Specific Search- A skilled logged in the Peer Reviewed Suggestions page. Consumers can select which item in a area to look for. This doesn't increase the chances of finding an item period, just the chances of finding one item over the others.

Votes

  • Keep Submitter vote. Also, had to fix some formatting problems. --Wilcox 21:35, 1 Dec 2005 (EST).
  • Kill--Fullemtaled 03:14, 2 Dec 2005 (GMT)
  • Kill - As much as I like this idea, I have to vote kill because it would be impossible to implement this far into the game. However, if the game is ever reset I would love to see benefits like this making the classes you choose actually meaningful --Cabbage cookies 03:28, 2 Dec 2005 (GMT)
  • Keep - I don't know that most of these couldn't be added now. In any event, that's a programming issue that doesn't apply to whether or not this idea is good. So, keep, but don't implement until zombie classes have been introduced, because that's more important. --Dickie Fux 03:49, 2 Dec 2005 (GMT)
  • Kill - It's not a bad idea, it just doesn't fit well with the game as it stands. Plus, healers getting XP equal to the amount they heal is definitely NOT a way to speed them up. Trust me. I play one. I got a sizeable portion of my XP from healing people who were at 48, 47, etc. Don't slow down healers even more. Bentley Foss 03:51, 2 Dec 2005 (GMT)
  • Keep - Let us never vote a meritorious idea down because of our beliefs in the difficulties of implementation, that is not an issue for us to pass upon. Our sole province is the content of the idea, it is exclusively Kevan's province to determine issues of execution. That being said, content here is excellent, a great idea to give some real meaning to the classes. --SCOS OJ, Legion Consul for Life 0352, 2 Dec 2005 (GMT)
  • Kill I'll change this to a keep when you fix the following: Cop ability has always been shot down as a stand alone suggestion, so i think you might want to rethink that one. Also, Necrotech skill is VERY similar to the skill that lets you recognize Necrotech buildings from the street, so combined with a map, i can't see it being any good. And I'm assuming that with the doctor skill, if i'm a doctor and I heal 15 life with surgury to a player with 59 life, i get 15 XP right? (BTW, kudos on pimping my suggestion, go scouts). --Vellin 05:21, 2 Dec 2005 (GMT)
  • Keep - But only implement this if there is a server restart otherwise people will complain about not being able to chose what they wanted. - Jedaz 05:44, 2 Dec 2005 (GMT)
  • Keep - Just a decent suggestion. Nothing too extraordinary, but nothing bad either. However, I woudn't care if this comes in without a server reload --McArrowni 20:30, 2 Dec 2005 (GMT)
  • Kill - Nothing to benefit those who are the zombie class, some could be majorly abused. --GoNINzo 20:32, 2 Dec 2005 (GMT)
  • Kill - I prefer other options to make class-type more relevant. --Drakkenmaw 21:03, 7 Dec 2005 (GMT)
  • Kill - No. --Basher 21:57, 10 Dec 2005 (GMT)
  • Keep - Good suggestion; would be useful if game were reset or re-launched. --Squashua 17:12, 14 Dec 2005 (GMT)
  • Kill - Meh. The concept of 'every class gets innate abilities' is fine. But some of the abilities (Consumer, Scout) you listed aren't too great, and corpses should get a bonus too. Vasi 09:01, 15 Dec 2005 (GMT)