Suggestions/1st-Feb-2006
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
VOTING ENDED: 15th-Feb-2006
Name the Sabotuers!
Dupe of this suggestion in Peer reviewed. --Grim s 05:06, 1 Feb 2006 (GMT)
Scream
Timestamp: | 00:41, 1 Feb 2006 (GMT) |
Type: | Improvement |
Scope: | Survivors |
Description: | When a survivor has an hp of 11 or lower, people will automatically "scream". This scream, as us survivors call it, shall be audiable up to a 5 x 5 block radius. Anyone who hears it shall recieve a message stating, "You hear a shriek of terror x blocks (direction". If someone is active at this time, they could come down there and help the survivor "who is probly sleeping if his hp is that low or has and/or has an infection" (Yes, people do scream in their sleep). An altermative to this if others think this is overpowering is that it could be used as a skill in the civilian section by itself. |
Votes
Votes here
- Keep Authors Vote. Hey, if zombies have groan to tell others it's time to eat him, then survivors should have something to tell survivors to help me. Can't be really used as a trap from other zombie spys since hp must be below a certain health. --Shadow213 00:41, 1 Feb 2006 (GMT)
- Kill - I like the idea, but I don't like the idea of 45 screams messages with every login. -- Nicks 00:45, 1 Feb 2006 (GMT)
- Kill - Humans have a zombie groan-esque skill. It's called a flare, remember? --TheTeeHeeMonster 00:46, 1 Feb 2006 (GMT)
- Re Yea true, but it's pretty hard to find the flares, and even while firing the flare, it never means that the person actually needs help. So many times the flare was used just to attract zombies, that nobody really pay attention to the flare anymore. --Shadow213 00:55, 1 Feb 2006 (GMT)
- Kill - This isn't going to send survivors running to anyone's aid, it's going to send them running away. Also, think of the spam in a seige. Barricades are broken and people injured several times a day. --Arcos 01:22, 1 Feb 2006 (GMT)
- Kill - flare.. --Firemanstan 01:28, 1 Feb 2006 (GMT)
- Kill So it's like free Feeding Groan survivors make for zombies to hear. --Jon Pyre 03:14, 1 Feb 2006 (GMT)
- Kill - No Jon, its the survivors screaming to zombies "eat me, Eat me, i didnt want to survive. and YOU HAVE TO BUY A SKILL for that to happen. --Dark Wingstalker 03:36, 1 Feb 2006 (GMT)
- Kill - Yeah, I don't like the idea of a survivor shouting for all the zombies to come eat him. And, really, how often do people at 11 HP not die right away? Bentley Foss 04:39, 1 Feb 2006 (GMT)
- Kill -A feeding groan for which the survivor has to pay for.--Vista 08:03, 1 Feb 2006 (GMT)
- Kill - Do you have any idea how many decibels you'd have to be shouting at to be heard clearly at 500 metres, assuming typical urban noise levels? It's really quite an impressive feat, adrenalin notwithstanding. Rhialto 10:20, 1 Feb 2006 (GMT)
- Re - To be honest, I do understand that and how loud you would have to scream (kind of as loud as 2 boomboxes playing as loud as they can). But, it would be kind of useless if a scream only goes in a 2x2 box --Shadow213 21:36, 1 Feb 2006 (GMT)
- Kill Flares are supposed to be fo this purpose, but all they do is summon MORE zombies! This will be no different! --Volke 23:06, 1 Feb 2006 (GMT)
- Kill - This will make a lot of spam messages that no one will read.--Uncle Willy 23:18, 1 Feb 2006 (GMT)
- Spam lets get the Spamination ball rollin'.--RAF Lt.G Deathnut 03:34, 2 Feb 2006 (GMT)
- Kill - I fail to see how this would be different than the flare which is already in place. And I also fail to see how this is ridiculous and thus warranting a "spam" vote. Let's be mature in our voting. --Mookiemookie 04:47, 2 Feb 2006 (GMT)
- Kill - However much I would like to vote Spam this has enough merit to stay for 2 weeks.--The General 13:40, 5 Feb 2006 (GMT)
- Tally - 1 Keep, 13 Kill, 1 Spam --20:15, 27 March 2006 (BST)
Newbie Area
Timestamp: | 01:26, 1 Feb 2006 (GMT) |
Type: | Improvement |
Scope: | Survivors and Zeds |
Description: | When ever someone new starts the game they can't help but feel overwhelmed as they drop into a huge world randomly. I suggest before someone enters Malton as any class the will first start in a much smaller seaside town right off the coast of Malton (10*10)
This is so new players have a much easier time getting to see how things work. When they want to leave all they must do is go to one of the train stations. When you get there you will see a button that says (take train to Malton) this will cost 1 AP. The description must be changed to show that the train station is still working to bring people into Malton. Once you leave this town you can't come back from Malton Edit: Ok when either zeds or survivors reach lvl 5 the automacticly get booted to Malton. This also applys if you have 10,000 xp worth |
Votes
- Kill - best way to learn is the hard way. i'd go for a warning that says don't use up your favorite name on your first character though :) --Firemanstan 01:30, 1 Feb 2006 (GMT)
- Kill - Uh. Don't know how this would work in context of the game. A tiny town, with a zombie outbreak, with a train that lets you go to a bigger town with a bigger zombie outbreak? Also don't see how it'd be easier for newbies. FireballX301 01:30, 1 Feb 2006 (GMT)
- Kill - Leaving is optional, as well. A few high-level players would grief all of the new ones. Doesn't really help anything at all. --TheTeeHeeMonster 01:33, 1 Feb 2006 (GMT)
- Kill - Just doesn't work.. -- Nicks 02:01, 1 Feb 2006 (GMT)
- Kill Unless you're the military or Necrotech, you want to get OUT of the town, not IN. AllStarZ 02:15, 1 Feb 2006 (GMT)
- Kill - This would look more like the "Hazard Course" from Half-Life 1 (a completely separate area where people can learn how to play before playing the real game) than something coherent with UrbanDead. Sending people inside a locked-down city by train doesn't make much sense either. Having a newbie area for people to get used to the game is fine to me, but letting the characters created there go to the city is not. --Omega2 02:19, 1 Feb 2006 (GMT)
- Kill Not necessary. My character Jon Pyre died pretty much his first day, then got revived, then survived and kept living. Syringes blunt the pain of the learning curve. --Jon Pyre 03:13, 1 Feb 2006 (GMT)
- kill - Sure, Lets turn urban dead into Anarchy online- with zombies!! --Dark Wingstalker 03:17, 1 Feb 2006 (GMT)
- Kill I can see it now A small town with level 21 survivors dominating the small town.--RAF Lt.G Deathnut 03:52, 1 Feb 2006 (GMT)
- Kill - Zombie apocalypses are not meant to be easy for those thrust into them. Or, what was said many times above: everybody has to learn the hard way. Bentley Foss 04:40, 1 Feb 2006 (GMT)
- Kill - The point is that as most combat takes place when the other is offline and a 0ne level survivor with an axe is just as powerful as a level 35 survivor with an axe, all that really makes a difference for them is experience on where to hide, were to find stuff, etc. That you learn best inside the game, not in some newbie area. for newbie zombies it would be murder because they are so slow to start up. putting them alll together would mean they'd get terribly beat up.--Vista 08:09, 1 Feb 2006 (GMT)
- Kill - How about once you get to a certain level you automaticly leave? Then you would have a keep from me --Lord Evans 16:44, 1 Feb 2006 (GMT)
- still wouldn't work, survivors are much stronger then zombies at the earlier levels.--Vista 18:30, 1 Feb 2006 (GMT)
- Don't forget that noob survivors often just leave themselves outside, and to the author, level 10? I was killing two zeds a day when I was at that!! More like 5 --Lord Evans 05:47, 2 Feb 2006 (GMT)
- Final Tally - 0 Keep, 12 Kill, 0 Spam - 05:01, 26 May 2006 (BST)
- still wouldn't work, survivors are much stronger then zombies at the earlier levels.--Vista 18:30, 1 Feb 2006 (GMT)
Alteration to Scent Blood
Man of my word. AllStarZ 17:14, 1 Feb 2006 (GMT)
Energy Drink, 4th edition. Now Available at an imperialist Borders Bookstore near you.
Removed for some more tinkering. If the next one does not get accepted, this idea will die for good. AllStarZ 03:06, 1 Feb 2006 (GMT) }}
Of the Deads and the Livings-Suggesting about the balance between them
This suggestion has been Spaminated.6 Be Polite and make no additional comments.
- Who Spaminated this? I will take credit if no one fesses up. -RAF Lt.G Deathnut 03:32, 2 Feb 2006 (GMT)
Necrotech Biohazard Technician
Spaminated. Basically threw a freebie to zergers. --Grim s 06:46, 1 Feb 2006 (GMT)
Real World Vision
3 Spams, 0 kills, 1 author Keep. Dont Spy on my can of SPAM. --RAF Lt.G Deathnut 03:22, 1 Feb 2006 (GMT)
- real shame- the idea was basically fine. But the Way of going about it... *shakes his head* --Dark Wingstalker 03:23, 1 Feb 2006 (GMT)
- *pats Dark Wingstalker on the back* There there! Even if the stupid description wasn't there, it would have just been a dupe of the peer reviewed suggestions. So even though this suggestion died, others have survived. --Shadow213 03:27, 1 Feb 2006 (GMT)
- - Sorry folks...Its just been a long night. -- Nicks 03:28, 1 Feb 2006 (GMT)
Barricade Jerk Notice
3 spams, 1 kill, 0 keeps. I dont want the world to know when I eat SPAM --RAF Lt.G Deathnut 03:23, 1 Feb 2006 (GMT)
- Well... I thought it was good, Might have gotten some support if it hadn't been wiped 10 minutes after posting __ShallaSerpent 03:41, 1 Feb 2006 (GMT)
- it got wiped for 3 spams. alls fair in love and spam. --Dark Wingstalker 03:44, 1 Feb 2006 (GMT)
- Isn't 7 spams required now? --McArrowni 14:48, 1 Feb 2006 (GMT)
IF it is, I'm pissed off. ShallaSerpent
- It is. Be pissed. --MorthBabid 20:30, 13 Feb 2006 (GMT)
Assault Rifle
3 spams, 0 kills, 0 keeps. Enough of the SPAMIN Assault Rifles--RAF Lt.G Deathnut 03:36, 1 Feb 2006 (GMT)
- BTW Spamination in 3min of suggestion fixed enough to be voted on.
- -they know there is already a peer reviewed assault rifle right?? --Dark Wingstalker 03:42, 1 Feb 2006 (GMT)
- Guess not but oh well I got three Spaminations in a row :).
- WCDZ fellows, I think we might have a new record. What was the exact spamination time again? --Omega2 03:52, 1 Feb 2006 (GMT)
- Edit: looked at the history 2 min 36 sec from when it was fixed enough to be voted on --RAF Lt.G Deathnut 03:57, 1 Feb 2006 (GMT) and here is the image from the history [1]
- Where do you see the seconds? According to history, the record then hasn't beat the current record of 3 minutes. --Mikm 04:42, 1 Feb 2006 (GMT)
- the seconds that i got were from the clock I have installed. you know what just forget it too much trouble with proof without giving out secret info.
- Edit: looked at the history 2 min 36 sec from when it was fixed enough to be voted on --RAF Lt.G Deathnut 03:57, 1 Feb 2006 (GMT) and here is the image from the history [1]
- WCDZ fellows, I think we might have a new record. What was the exact spamination time again? --Omega2 03:52, 1 Feb 2006 (GMT)
- Guess not but oh well I got three Spaminations in a row :).
Maintenance (Revised)
Timestamp: | 06:34, 1 Feb 2006 (GMT) |
Type: | Skill |
Scope: | Survivors, Civilian |
Description: | This is a revision of the previous maintenance suggestion, taking voting comments into account. Every commonly used item has a skill tied to it. Why not generators? A person with the Maintenance skill has experience keeping machines running. This lets them tell how long a generator has until it runs out of fuel. They might see a fueled generator like this: "A generator has been set up here. It will keep running for 17 minutes." A person with maintenance also takes special care of their own equipment and keeps an eye on it. They would be able to differentiate generators they put down from other generators. They might see something like this instead: "The generator you placed is here. It will keep running for 45 minutes." Because of this special attention they also notice when someone else destroys generators they put down with a message like so: "You saw Leetkiller destroy your generator." They obviously would only receive this message if they were in the building when the generator they placed was destroyed by a survivor and only for generators they themselves placed. To address any potential server concerns this should not pose a problem. All this would basically do technically is assign a name to be informed if the specific generator were destroyed. This is no more complex (and maybe less) than text messaging with the required condition of power being on, only letting talks be heard by the first fifty people, sending off Feeding Groans to be heard by only people outdoors in a specific radius, etc. This is no more complex or taxing on the UD server than dozens of other skills and aspects of gameplay. I believe this skill makes sense from a gameplay mechanic as it provides a useful and not overpowering ability that compliments generators nicely and it also makes sense from a realism perspective. Any person that took the effort to wander out in a zombie apocalypse, and risk life and limb to find a generator and fuel would obviously care about it and keep an eye on it. If you have any questions about why someone would be able to tell their generator from someone else's generator think of this: while they may be of the same model people can tell pieces of equipment apart. For instance I have a mobile phone that's a widespread model. However I'd likely be able to pick it out from a lineup of phones because of minor details like scratches and whatnot. This skill would accurately reflect what someone maintaining equipment would do: monitor it and know what to do to keep it going. |
Votes
- Kill - I was fine with it until it mentioned who destroyed the generator. generator destruction is a valid and important RP task, as generators, especially in NT buildings, are responsible for the syringe manufacture wth necronet that removed almost a quarter of the zombie population in the last couple of weeks. Generators are not essential, they are a luxury, and anything that makes destroying those luxuries more dangerous gets a big kill from me. --Grim s 06:56, 1 Feb 2006 (GMT)
Kill- I agree with Grim, but I may change my vote if only you saw who/when YOUR generator was destroyed. So if you put one down, and it was destroyed it would show you who/when it was destroyed.Keep - Works for me. --Cabbage cookies 07:31, 1 Feb 2006 (GMT)- Re That is the case. Only the person that put the generator down sees it being wrecked. I think that is fair, by destroying the generator you essentially wasted a day's effort on their part. The person whose property is destroyed should get a chance to respond. This isn't overpowered by any means. --Jon Pyre 08:48, 1 Feb 2006 (GMT)
- Keep - Not bad. Doesn't do anything much to zombies. -- Andrew McM 09:40, 1 Feb 2006 (GMT)
- Kill - Just accept it and keep on living, remove the "see who destroys the gen," and then I will vote keep. - --ramby 12:36, 1 Feb 2006 (GMT)
- Keep - Characters in UrbanDead must be kind of blind... For the very same reason we shouldn't have ZOMGuberninjapirate!!! skills, we shouldn't have ninja characters who can grief the others as much as they can (and griefing because of RP purposes has the same results as griefing for being an asshole) without fearing getting caught. Since we are talking from a RP point-of-view: if the others survivors are paranoid, then why shouldn't the generator destroyers have to accept a few risks while doing what they want? Destroyed a generator? Free run somewhere else. It's very hard to track anyone in UD, anyway. --Omega2 13:12, 1 Feb 2006 (GMT)
- Keep - works for me. - Nicks 14:05, 1 Feb 2006 (GMT)
- Keep - Well, I usualy don't read long suggestions, but the griefer vote got my attention. I read it and it's good. Generator destruction by survivors rarely makes sense, and defending their rights to ninja-like undetection just makes no sense. --McArrowni 14:51, 1 Feb 2006 (GMT)
- Keep - like everyone else says. Even if you knew who destroyed a generator, this game doesnt let you track people, its esy to hide away, and its not like if you could find the Greifer, you couldnt do anything about it, but kill him, only to stand up and get revived by an Alt. --Kirk Howell 15:05, 1 Feb 2006 (GMT)
- Keep - Either this should be implemented, or people should start making Uber-Ninja-Pirate-Zombie/Uber-Ninja-Pirate-Survivor skills. Of the two options, I prefer the former (implementing this suggestion). --John Taggart 15:08, 1 Feb 2006 (GMT)
- Kill - Ok, except it still doesn't cost Maintenance Bob anything to stay watchful. Just like people spawn barricade-zergs that are only used to 'cade in a siege, this rewards people who create a genny-zerg who only knows Necronet, and sits there for days watching the genny and making needles, while the primary character is elsewhere. Make this skill gradually use up Maintenance Bob's AP to balance it out. - Serpico 15:25, 1 Feb 2006 (GMT)
- Re Not possible. They'd have to use that character to find generators. And if someone else put a generator down they wouldn't be watching it. Also if someone is a cheater they could just as easily make five zerg just to find generators for their building. --Jon Pyre 15:33, 1 Feb 2006 (GMT)
- Keep --Lord Evans 16:57, 1 Feb 2006 (GMT)
- Keep - I'm Reverend Loki, and I approve of this suggestion. --Reverend Loki 19:38, 1 Feb 2006 (GMT)
- Keep - Sounds good, the generator destruction is a pain in the backside -- Norminator 2 20:08, 1 Feb 2006 (GMT)
- Keep - Well, I actually liked the previous one more, but this one works fine, too. --Pinpoint 20:09, 1 Feb 2006 (GMT)
- Keep - To those who insist on voting against putting an end to this grief - imagine for a moment if you will - if survivors had not banded together with you to put through a myriad of head shot revisions when head shot was griefing zombies. They saw your grief and acted accordingly to amend it. This anonymous generator destruction is the same in basic effect. All us who played zombies when the head shot was taking away XP were horribly frustrated to loose days worth of game play to head shots. This anonymous destruction is griefing survivors in the same way - taking away days of game play finding said items and installing them, only to have them destroyed immediately by some ninja inside the building we can not run from or combat. nuff said. --Blahblahblah 20:27, 1 Feb 2006 (GMT)
- Re Well said. I play both sides and I'm against anything that aggravates players. If I find my survivor has been killed I'm not annoyed, it's fun to play as a zombie for a while. If my zombie gets headshot I'm not annoyed, it's a small AP penalty that occurs infrequently. Losing isn't annoying, it's being thwarted and having your time completely wasted that's bad, in any form. --Jon Pyre 22:00, 1 Feb 2006 (GMT)
- Keep Better mutch Better. --RAF Lt.G Deathnut 20:49, 1 Feb 2006 (GMT)
- Keep - Blahblahblah has it right. griefing is griefing. and while this isn't nearly as big as headshot, there is no reason not to amend it slighty so it doesn't grief as much and actually adds to the role playing experience of all those involved--Vista support my powergrap, Vista for shadow lord 22:23, 1 Feb 2006 (GMT)
- Keep - This is quite nice, though the destruction notification is unnessecary. There's one alreayd peer-reviewed as I linked below! --Jak Rhee 23:02, 1 Feb 2006 (GMT)
- Keep - Great idea --TheBigT 02:50, 2 Feb 2006 (GMT)
- Tally - 3 Keep, 16 Kill, 0 Spam --20:13, 27 March 2006 (BST)
Maximum Occupancy
3 Spams, 8 kills, 1 Author Keep. No limits on me and the ammount of Cans of SPAM I have. --RAF Lt.G Deathnut 20:42, 1 Feb 2006 (GMT) KEEP Hey I was just logging in to vote on this. I think it would really increase the dynamics of the game and get some people to actually spread out and play a bit more.--Zex Suik 20:51, 1 Feb 2006 (GMT)
- Aside from the sheer stupidity of people voting "Spam" to a unique, thought out and balanced suggeston (regardless of merit), remember rule 6 for removing spaminated suggestions: Be Polite and make no additional comments. --Reverend Loki 23:08, 1 Feb 2006 (GMT)
- Yes it was removed prematurely, I never got to read it. But an occupancy limit would cause much trouble during sieges.--Poodge 23:17, 1 Feb 2006 (GMT)
- Spam IS a reflection of Merit. The most thought-out suggestion can still be hopelessly game-breaking and thus be spam. This suggestion can NOT be fixed. No amount of work will ever make it viable in the UD atmosphere, thus it is Spam. As for those who didnt get to vote in time? Tough. ---Jak Rhee 01:43, 2 Feb 2006 (GMT)