Suggestions/1st-Nov-2006

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Closed Suggestions

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

Timestamp: Jon Pyre 08:01, 1 November 2006 (UTC)
Type: Skill
Scope: Zombies
Description: This is a skill for high level zombies to help newbies and would require a level of 10 or higher to take. From now on new corpse class characters would always start in a location with a Horde Leader (as soon as the skill is implemented and people take it). The more zombies with the skill there are in a location the more likely it is for new characters to spawn there, but the increase in odds would cap at 10 people with the skill to prevent every new zombie from joining supergroups of hundreds of players. Every bunch of players with this skill numbering 10 people or higher would share an equal chance of a new player appearing there.

This would provide two advantages:

1) New zombies would be likely to spawn in a decent sized group of mid to high level players. This would increase their chances of participating in safehouse breaches and getting some xp.

2) The group of mid to high level players would benefit by having more allies there to soak up damage.

It mainly helps the newbs out though. There wouldn't be a way to tell when it causes a new player to spawn near you but it's something for any player who thinks "Around me would be a good place for someone starting off to be".

Keep Votes

  1. Author Just a way of high level players having newbies appear nearby so they can help each other. --Jon Pyre 08:01, 1 November 2006 (UTC)
    Keep It's useful for new zombies, which tend to have a hard time. And everyone going "OMG this will go out of control and create hordes with a bazillion zombies", please read carefully - the effect caps off at 10. Like Jon Pyre said, this means that the increase in the percentage chance is no different between 10 zombies and 1,000,000 zombies.
    Note - unsigned vote struck. --Funt Solo 13:28, 1 November 2006 (UTC)
  2. Keep Weird, I was sure I signed this vote. Anyway, to repeat what I said...it's useful for new zombies, which tend to have a hard time. And everyone going "OMG this will go out of control and create hordes with a bazillion zombies", please read carefully - the effect caps off at 10. Like Jon Pyre said, this means that the increase in the percentage chance is no different between 10 zombies and 1,000,000 zombies. -- Ashnazg 0951, 2 November 2006

Kill Votes

  1. Kill - I see big potentional for multicharacter abuse with this. It may not be intentional, but if you already have one character in the bash, chances are you will have another one spawn in the same area with the amount of zombies hanging out in one particular area.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 08:23, 1 November 2006 (UTC)
    • Re This doesn't favor those super large crowds. The increase in odds caps at 10. A mall siege with 200 players has the same odds as a group of 10 people elsewhere. And there are more small 10+ groups than there are sieges. So your odds of appearing in a giant group are far lower than appearing in an average one. --Jon Pyre 10:12, 1 November 2006 (UTC)
    • Rebuttal - Right, but think of the abuse. I can see the RRF going "hey, I got an idea, lets goto a vacant suburb, spread outselves out, and just trap all new zombies in the game." It's a good recruitment idea... but not a feasible skill... it would also end up being a skill that survivors won't get just like brain rot because who wants to get taken out by a pker, then be waiting in line at a revive point and have zombies just pop in?--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 18:31, 1 November 2006 (UTC)
  2. Kill - I don't like the concept of a mob of shambling zombies having a leader.--User:Jack Grudge/Sig 11:31, 1 November 2006 (UTC)
    • Re Technically they're not a leader in the sense of rank. Nobody's giving orders. It's just that this zombie is doing a good job of attacking humans and weaker zombies are following to join in the kills. --Jon Pyre 17:23, 1 November 2006 (UTC)
  3. Kill - And why not have all survivors Spawn at Malls? No I'm for making the place Chars (of any type) spawn make a little more sense than just random but not in a "Spawn at the Flag carrier" type of placement. Assume worst case metagaming and only one person ever takes this skill... No, I just dont think so. Conndrakamod T CFT 12:59, 1 November 2006 (UTC)
  4. Incomplete/Kill - You haven't specified an amount for what the increase in odds is with the presence of more zombies. And while one could argue that large horde-style tactics is the only way a zombie can hope to really do much damage (lord knows individual zombies pose almost no threat to anyone), this might cause a bit too much grouping. Take the Big Bash for example. Many suburbs are actually safer because zombies that would ordinarily be there attacking have all been concentrated into a different area. Also, what if someone doesn't want to spawn with a particular group? What about huge hordes whose members aren't all occupying the same block? What if someone accidentally spawns in a group where they have another character (and get mistaken for a zerger)? --Reaper with no name 14:01, 1 November 2006 (UTC)
    • Re Each Horde Leader would have the same odds so a group with 3 people would have 3 times the chance of 1 person. But because of the cap a group with 11 people would have the same odds as a group of 10. This actually disfavors large groups, and considering how many small crowds there are the odds of appearing near your old character are small. And if you do then just move away. --Jon Pyre 17:42, 1 November 2006 (UTC)
  5. Kill - and contemplating moving my vote down a category, because I'm almost convinced this is a game-breaker. -- Atticus Rex mfu pif Δ 18:09, 1 November 2006 (UTC)
  6. Kill - Possible game-breaker. --Wikidead 00:23, 2 November 2006 (UTC)
  7. Kill - I prefer random spawning. --IrradiatedCorpse Atom sig.png 04:13, 2 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - What benefits are there for the person who actually spends the xp to buy this skill?--Gage 08:17, 1 November 2006 (UTC)
    • Re Atruism and benefiting the zombie cause. What benefit does feeding groan have to the groaner? --Jon Pyre 10:07, 1 November 2006 (UTC)
  2. One Horde - This could easily cascade into exponential growth of a single horde in a single square of the map (multiply it by a billion) - so it's a potential game breaker. Plus, the giant horde style of gameplay is only one style. Let hordes form naturally via the subtler game mechanics already in place. This is a sledgehammer. --Funt Solo 08:25, 1 November 2006 (UTC) Dupe? (apart from making it a skill) --Funt Solo 17:50, 1 November 2006 (UTC)
    • Re Read carefully, the odds cap at 10. So any random group of 10 people with the skill has the same chance as a group of 1000 people with the skill. This wouldn't lead to growth of a single horde, all groups 10+ would have equal odds. It would just prevent new players from winding up alone. --Jon Pyre 10:09, 1 November 2006 (UTC)
      • Re Oops - Caught Not Reading. On reflection, I don't like the idea of zombie leaders teleporting in reinforcements. If it was something like "zombies have a high chance of starting with any horde, or in a large corpse pile, or near graveyards" then I'd probably vote Keep - but I don't think that's what you're aiming at here at all. --Funt Solo 10:34, 1 November 2006 (UTC)
  3. Spam - This would help in the early stages (if only a little) but the group of zombies will soon grow rapidly with joining zombies and newbs may find it very very hard to get any XP when another 1000 newb zombies are trying to do the same. Plus this would make zombie hordes even more unstoppable if they can get new recruits straight off the bat. This effect isn't immediate because of the cap but the cap only serves to delay it, not stop it. Sooner or later the problems will become evident.--Mr yawn Scotland flag.JPG 17:00, 1 November 2006 (UTC)
    • Re Newb zombies miss more often than not. Several could share one survivor and still not kill them, so I doubt this would seriously harm anyone else's attempts to gain xp. And since this doesn't favor any particular group it shouldn't provide an undue advantage to anyone. The odds of any one person spawning near your group are still very small. --Jon Pyre 17:21, 1 November 2006 (UTC)
  4. Spam - Keep spawning random. --Niilomaan GRR!M!
  5. Er Spam Blah - Wouldn't a better idea to suggest tips for new zombie players when they sign up. (well you can't as it has been done already but whatever). Spawning is random for a reason. Think of the poor survivors who s[pawn in Ridleybank :( --MarieThe Grove 18:12, 1 November 2006 (UTC)
  6. Spam - Spawning should be random. --Officer Johnieo 01:06, 2 November 2006 (UTC)

Dogs

Mod Spaminated with 5 spam votes. Most voters did not like the idea of dogs in the game.--Gage 18:48, 1 November 2006 (UTC)


Limit MultiClass

Mod Spaminated because it nerfed the dual nature of the game.--Gage 18:48, 1 November 2006 (UTC)

There is not dual nature of the game according to the faq. Spaminating an idea just because you do not agree with it is a something a real heel does --SporeSore 21:54, 1 November 2006 (UTC) Post Spam comment struck. Conndrakamod T CFT 22:17, 1 November 2006 (UTC)


Keep Fog

Removed for potential randomization. Plus, we are working on the uber weather suggestion on Rezzens.--Gage 20:43, 1 November 2006 (UTC)


Protect Equipment

Edited after voting began. Moved here on the Discusson page.--Pesatyel 04:14, 2 November 2006 (UTC)


Hunger

Removed by author for edit/simplification. 20:56, 2 November 2006 (UTC) Origional suggest_time=MrAushvitz Canadianflag-sm.jpg 23:28, 1 November 2006 (UTC)