Suggestions/1st-June-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. 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.
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Drag Corpse

Spaminated with 12 spam votes/18 total votes. Most voters did not like the idea of people being moved by others, attacks with 100% accuracy, or ways to gain XP very easily. --Bob Hammero TW!U! 03:09, 1 June 2006 (BST)



Ear Plugs

Author deleted suggestion. 2 keeps and 4 kills at deletion time. --LadyAG 22:06, 1 June 2006 (BST)


Radio Failure

Timestamp: 20:54, 1 June 2006 (BST)
Type: small flavor change
Scope: radio transmitters
Description: Alright, due to a situation I encountered recently in which one of my zeds busted into a building just as someone broadcasted a radio message from it, I thought up this idea. It's not a big deal at all, just a little cool thing. If one types a message into the "broadcast" textbox and hits the button, and in the time since your last pageload the generator has been smashed and thus can't transmit anymore, how about instead of just not broadcasting (which is what it probably does now) a random percentage of your message is transmitted, starting from the beginning and cutting off in the middle somewhere, and a little flavor text gets put on people listening--ie "'blah blah blah--' *there is a smashing noise, and then silence." We know the game can check for you doing things that were possible on your last pageview but arent' now, and react differently--ever tried to say something to someone who moved out of the square before you could hit talk? If there's no one there you wouldn't ordinarily be able to say something, but because you sent the message to an empty square through this little bug the game says you said it to yourself, or something like that.

Votes

  1. Keep - author--'STER-Talk-Mod 20:54, 1 June 2006 (BST)
  2. Keep - Nice flavor. Makes sense. Would be creepy - I vote keep-y! --LadyAG 21:03, 1 June 2006 (BST)
  3. Keep - I like it. --Ember MBR 21:07, 1 June 2006 (BST)
  4. Keep - But there should also be a choked-off scream or something if the speaker dies instead of the genny being smashed. --Jimbo Bob ASSU! 21:18, 1 June 2006 (BST)
    • Hey, yeah, I like that even better...--'STER-Talk-Mod 21:21, 1 June 2006 (BST)
  5. Keep Me likey --HerrStefantheGreat 22:06, 1 June 2006 (BST)
  6. Keep I like it -- HamsterNinja 22:41, 1 June 2006 (BST)
  7. Keep - Nice bit of atmosphere. --Bob Hammero TW!U! 23:03, 1 June 2006 (BST)
  8. Keep - Knowing someone is trashing the radio would be about the only bit of useful info i'd have yet to see going out over the Malton SPAMnet.--Goathens 23:18, 1 June 2006 (BST)
  9. Keep - Nice flavor. --Darkstar949 23:40, 1 June 2006 (BST)
  10. Keep - Nice. Now can we try to just screw the radio over and do something about interzombie communication? --Changchad WTFW!SGP 00:00, 2 June 2006 (BST)
  11. Keep -- hagnat mod 00:02, 2 June 2006 (BST)
  12. Keep - A notice to the zombie ("You attack blah blah, interrupting his transmission.") would be nice as well, so zombies get something out of this update. --Dickie Fux 01:04, 2 June 2006 (BST)
  13. Keep - I'm all for a good flavor suggestion! UD needs more personality anyway. -- ZedKilla 01:42, 2 June 2006 (BST)
  14. Keep - Atmospheric Effect is fantastic. -- Arainach 01:52, 2 June 2006 (BST)
  15. Keep - Simple, yet nice. --Blahblahblah 02:54, 2 June 2006 (BST)
  16. Keep - Agree.. Now can someone also come up with a Radio Man Skill that costs like 500 xp and those are the only guys with any knowledge that can use the darn things? --Steel Hammer 04:41, 2 June 2006 (BST)
  17. Keep - You could have been sitting on that pageload for a while I would hope there was a max time out. The players used their AP to smash the generator to keep you from communicating. If it was in a 1-3 or 5 minutes I would like it more. Still voting keep cause its cool. --Spraycan Willy MalTel 08:33, 2 June 2006 (BST)
  18. Keep - I like this idea. A lot. Flavoursome and an vast improvement, IMO. –Xoid 08:19, 12 June 2006 (BST)
  19. Keep - Good job, its a great idea. I would like to see people scream as their radio fails and zombies break in, woohoo! --Dr Otto10:30 13 June 2006
  20. Keep - Stylistically great, realistic, and not even remotely unbalancing. Definite winner. unless 13:15, 14 June 2006 (BST)

Ear Plugs v2.0

Timestamp: 22:09, 1 June 2006 (BST)
Type: Item
Scope: Survivors
Description: Earplugs are a new item.
A survivor has a 5% chance of finding earplugs in a library or a 10% chance in a mall drugstore.
To activate the user clicks on the earplugs button (labeled "wear earplugs").
When the activated earplug item is in your inventory, you do not hear any radio chatter. Further, you don't hear speaks, zombie grunts, death rattle or any other audio communication. You can still see mobile phone text messages and spray paint tags.

Votes

  1. Keep - Author vote. Adlai Stevenson said "In quiet places, reason abounds." --LadyAG 22:09, 1 June 2006 (BST)
  2. Keep "A man's silence is wonderful to listen to." Thomas Hardy Conndrakamod T W! 22:24, 1 June 2006 (BST)
  3. Keep - But only if you can click on them again to deactivate. --Jimbo Bob ASSU! 22:25, 1 June 2006 (BST)
  4. Keep Good enough. HamsterNinja 22:43, 1 June 2006 (BST)
  5. Keep - Radios seem to have unleashed a torrent of spam. It'd be nice to hang out in a mall without having to "hear" all the idle chatter. --Ember MBR 22:44, 1 June 2006 (BST)
  6. Keep - Seems reasonable. --Bob Hammero TW!U! 23:05, 1 June 2006 (BST)
  7. Keep - but with the ability to deactivate and re-use later. In the case of actual speaking and zombie sounds, add some short general flavor text like "You can see that others around you are talking, but you don't hear it" (not to repeat it once for every speak, but once if any speaking occurs between page views).--Goathens 23:21, 1 June 2006 (BST)
  8. Keep - Hail! --Changchad WTFW!SGP 23:59, 1 June 2006 (BST)
  9. Keep - 26.35 MHz "Poop" --hagnat mod 00:07, 2 June 2006 (BST)
  10. Keep - Silence is gold and all that shit --McArrowni 02:18, 2 June 2006 (BST)
  11. Keep - What more can I say? --Darkstar949 03:56, 2 June 2006 (BST)
  12. Keep - What Jimbo Bob said. But it would be funny for all of these deaf survivors running around Malton. - Jedaz 03:59, 2 June 2006 (BST)
  13. Keep - You know, I logged on this evening wanting to do my part to defend a mall under siege and what to my surprise the fuck-nut crew has arrived. I immediately thought EAR PLUGS. Glad someone else beat me to it. This needs to like get faxed, emailed, snail mailed and any other form of transportation to Kevan. --Steel Hammer 04:28, 2 June 2006 (BST)
  14. Kill - Only remove radio chatter--Cah51o 06:56, 2 June 2006 (BST)
  15. Kill - If you hate the inane chatter so much, toss your radio, or leave the mall.-- Zizanie13 07:35, 2 June 2006 (BST)
  16. Keep - Nice in game touch to make this optional. They do need to be removable. --Spraycan Willy MalTel 08:37, 2 June 2006 (BST)
  17. Keep - Nice-anti-spam tool. But you know, you could just find a silent safehouse (though, you might wish you hadn't, when the zed's come-a-knocking, and you need backup).--William Raker 20:11, 2 June 2006 (BST)
  18. Keep - This would be really nice. Crazy Hand 21:35, 2 June 2006 (BST)
  19. Keep - But only if it doesn't block normal chat. --Cazador 00:58, 13 June 2006 (BST)
  20. Keep - being able to coordinate through speaking/radio is supposed to be a survivor strength, but if you want to give it up then the zombies will not mind eating you when you havent heard about the imminent seige. --Gage 16:57, 13 June 2006 (BST)

Expanded transmitor bandwidth

Timestamp: 23:38, 1 June 2006 (BST)
Type: Slight item change
Scope: Radio Transmiters
Description: Okay, I know radios just came up, but I saw it as less of a hassle to change the current transmitor than add a new item.

This suggestion simply implies that instead of the limit of 26-28, transmitters, due to their higher quality, can emit and receive lower waves, say 25-28. This simply adds an actual bonus for staying in the same building as a transmitor, as right now just living close to one makes sure you can sue it for all transmitting needs. I understand these just came out, but I just thought it'd be better this way...

Votes

  1. Keep - Author Vote. Hardly unbalancing, not underpowered. Why not? --Certified=Insane 23:38, 1 June 2006 (BST)
  2. Kill - more wavelength = more spamming. And plus I think the entire radio crap is unbalancing. Zombies can't hear it, don't benefit from it. We still don't get interzombie communication. What is this? --Changchad WTFW!SGP 23:55, 1 June 2006 (BST)
  3. Kill - Wait a while to see how it's working before you suggest changes. --Bob Hammero TW!U! 00:59, 2 June 2006 (BST)
  4. Kill - As Bob. --A Bothan Spy Mod WTF U! 01:20, 2 June 2006 (BST)
  5. Kill - Mmm... bandwagon. --Jimbo Bob ASSU! 04:00, 2 June 2006 (BST)
  6. Kill - If Kevan wanted more frequencys then he would have implemented more. - Jedaz 04:01, 2 June 2006 (BST)
  7. Kill - Not even if you come up with a version 2. --Steel Hammer 04:29, 2 June 2006 (BST)
  8. Kill - Not yet. Give it a several weeks and see how it pans out. --Spraycan Willy MalTel 08:39, 2 June 2006 (BST)