Suggestions/20th-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.
Melee Attack Improvement
Timestamp: | 0:00, 20 February, 2006 (CST) |
Type: | Attack improvement |
Scope: | Everyone |
Description: | I think it's silly that hit probabilites with melee weapons are so low. If I'm trying to punch a zombie or bite a survivor, I won't actually swing my fist or chomp down until I'm sure I'm going to connect with my target.
My suggestion is that all melee attack probabilities (punch, bite, baseball bat, knife, and fire axe) be increased much closer to 100%, even for brand new player, although there should still be a probability of missing. However, damage would go down. (You punch the zombie for 1 damage.) XP would then be used to increase the amount of damage you do with each blow, instead of increasing probabilities. Skill trees would then look like this: You have Hand-to-Hand Combat (+1 damage to melee attacks.) Knife Combat (An extra +1 damage when attacking with a knife.) You have Axe Proficiency (An extra +1 damage when attacking with an axe.) Firearms would still use a hit probability system with set damage amounts. |
Votes
- kill This is going in a direction I like, but I feel that you need to figure out some specifics. A higher to hit for melee would be nice, but I think anything over 65% is very bad. maybe keep it around fifty. Figure out the numbers and try again -Banana Bear4 06:19, 20 February 2006 (GMT)
- Re - What about 65% or 66% (2/3 attacks hit)? This seems a lot more realistic than trying to punch someone and only landing 1/5 or 1/10
- Kill Unbalances melee to ranged. Melee is supposed to be weak and wild.--Zaruthustra-Mod 06:22, 20 February 2006 (GMT)
- Re - Actually there's no point in calling it a ranged weapon. The game makes no differentiation about how far away you are from another player if you're on the same block. Making this change would do that in a way because it's very hard to miss if you're punching a person and you're right next to them, and it's easy to miss if you're shooting a pistol from 20 feet.
- Spam There are SO many things wrong here. First of all, melee hit % are low to balance them with both zombies AND guns. "Close to 100%" to hit? What does THAT mean? Zombies with "close to 100%" to hit with ALL attacks? Are you insane? As for the rest, punches ALREADY do only 1 damage. Would "damage would go down" mean 0 damage? And your "skill tree" would have axes doing 5 damage and knives 4? Other than wanting hit % with melee, the suggestion makes no sense and gives no actual suggestion.--Pesatyel 06:26, 20 February 2006 (GMT)
- Re - OK. What if punches were worth 1, knives were worth 2, and axes were worth 3 for new players? I don't see those being unrealistic numbers. After you've become proficient at wielding it, a strong axe blow to the neck could be just as damaging as a pistol shot from 20 feet, for example.
- Kill - Has some potential try reworking it with the comment's you get. Zombies shouldn't be changed by this though, after all they are the shambling dead. :P --Lord Evans W! 07:13, 20 February 2006 (GMT)
- Spam - Completely and irredeemably broken. Near 100% is absurd. Why? Because if you increased an axes accuracy to near 100% (Im taking near 100% to mean 90%) and its damage to 1, you get 0.9 damage per ap. Increasing it to 2, as per your suggested modification would increase it to 1.8 damage per ap, which is Higher than a zombies average damage (Its maximum current possible, provided you dont lose your grip with tangling grasp is 1.8 damage per ap, and it requires three skills to get that high for a person who started as a zombie, four for a freshly killed survivor). If you base it at 2 damage and push it up to 3 damage with the skill, then we are talking about 2.7 damage per ap, which would render all firearms completely and utterly useless (As you have to search up ammo for them, and that drives the damage per total ap way down). Now, to bring up zombies you would have to change death grip and tangling grasp into +1 damage (Or remove them, which would be nasty, because we zombies love having more skills, if only because we get to buy something extra) you would be talking about 4.5 damage per ap on non jacketed surviovors (As pushing it up to 5 will place it under flak jackets), which is ludicrous, and 3.6 without, you would get exactly the same mechanic with bite (But with the added bonus of infection). Basically, all this does is make melee WAY too powerful, and renders firearms and claws obsolete. This suggestion has no redeeming qualities whatsoever. --Grim s 11:46, 20 February 2006 (GMT)
- Kill - Hell no! Combat is consistent and effective as-is. --Norcross 14:37, 20 February 2006 (GMT)
- Kill - Higher percentages? Maybe. Near 100%? No. --John Ember 18:06, 20 February 2006 (GMT)
- Spam Completely unbalencing! Wait, not just unbalencing, its STUPID! Even in my video games, zombies tend to have SOME dodging skill, and making melee weapons hit with near-100% accuracy for EVEN A NEWBIE is just way too much! Proficiency skills, I believe, are supposed to show that you've gotten skilled with a weapon and have learned how to fight with it better, thus making you more accurate with the attacks, not make them more powerful damage-wise! Of course, this assumes that you always hit with the same amount of force, but thats fine since most would attack with as much strength as they have to try and kill something that would potentially kill them! --Volke 19:24, 20 February 2006 (GMT)
- Kill - This deserves both votes. Zombies would become murder machines and firearms would fall into disuse. I know there's a lot in there, but at least skim the previous suggestions before you post. Had you done that, you'd have seen a long, long history of "improve melee attack" suggestions that have been shot down, and for good reason. Bentley Foss 06:39, 20 February 2006 (GMT)
- Edit- Restored yet another one of my removed votes. Four in a row is no longer coincidence, it's malicious...and you'll be reported shortly. Thanks. Bentley Foss 20:06, 20 February 2006 (GMT)
- Spam - Ouch. Reasons already listed. --Blahblahblah 20:41, 20 February 2006 (GMT)
- Spam - I didn't read any farther than "should be increased much closer to 100%." and nor do I think I need to.--Mookiemookie 21:31, 20 February 2006 (GMT)
- Spam - This is so broken, I'm speechless.--Arathen 22:15, 20 February 2006 (GMT)
- Kill Kill kill. Your skills add +2 to the damage of melee weapons, making them deal 3 damage... at near 100% to hit? dude... This will overpower the axe or make it the exact same thing. --McArrowni W! 13:22, 21 February 2006 (GMT)
- Kill it with the holy cleansing fire of our fury! - Melee hit percentages are low to prepresent the fact it's not overly easy to clsoe range with a Z to land a blow, as opposed to shooting them. Z's just don't care and trudge on. - Skarmory 00:11, 22 February 2006 (GMT)
- Spam - Combat is reasonably balanced, this suggestions is broken beyond repair.--Vista 00:31, 22 February 2006 (GMT)
- Kill - Why would I use a shotgun, if punching is much more effective?--Uncle Willy 16:00, 22 February 2006 (GMT)
- Kill - Melee is already good as it is. A fireaxe is a quite nice weapon considering you don't have to search for ammo. --Cannibalcomfort 19:23, 22 February 2006 (GMT)
- Spam [Seventh Spam] - If thie hit percentage is near 100%,, even a newbie could easily kill someone only slightly injured, even if they're only doing 1 damage. [Given 50 AP] - Ignatius Newcastle 19:37, 22 Feb 2006
- Spam - No weapon should have anywhere near a 100% hit rate. Were you to suggest something more reasonable, perhaps 80% or so, then it would be a kill vote instead, but this? This is unacceptable. Velkrin 21:21, 22 February 2006 (GMT) Edit: Fixed Newcastle's mistake which prevented votes below his from showing.
- Kill - That's...odd, I could have sworn I voted on this. As it stands, firearms are actually only very slightly better than fire axes. The damage to AP ratio doesn't take into account the time it takes to load your weapons, find ammo, and get to your supply. If you take into account the time it takes to find ammo, with Shopping and Bargain Hunting, in a mall, with maxed out firearm skills (5 skills at least) compared to using a fire axe (2 skills), the firearm only barely pulls ahead. Also remember that these numbers don't take into account any AP you may spend going to and from the Mall! Melee needs no boost. --Snikers 21:25, 22 February 2006 (GMT)
- Kill - Would be way too abusive, or would require a complete re-engineering of all combat mechanics. --Lehk 04:37, 3 March 2006 (GMT)
- Final Tally - 0 Keep, 12 Kill, 9 Spam - 20:18, 26 May 2006 (BST)
Revenants
This suggestion has been Spaminated. 8 spams, no keeps, no kills. --Grim s 08:07, 20 February 2006 (GMT)
Safer Zombie resting points
Timestamp: | 06:41 20 feburary 2006 |
Type: | improvement |
Scope: | Zombies |
Description: | Currently the only way for a zombie to protect himself when he runs out of ap is to hide in a group of zombies, while survivors have huge barricades to hide behind. Mabye zombies should have some areas where they are safer than normal (Graveyards make sense). For example while a zombie is in a graveyard survivors are creeped out by the atmosphere and have a 5% penalty on all attacks (Apart from ones that would be reduced to 0). Or mabye zombies only take half the ap to rise in a graveyard. |
Votes
- Kill this doesn't seem necessary, or very concrete, maybe there's something workable with the lowered ap to rise though, I've never had a big problem using 44 ap instead of fifty, dying isn't much of an issue. -Banana Bear4 06:51, 20 February 2006 (GMT)
- RE Though it would be especially handy to protect against zombie hunters.
- Kill - The half AP required to stand sounds like a good idea and new zombies would be the only people who benefit, good idea --Lord Evans W! 07:18, 20 February 2006 (GMT)
- RE- Mabye zombies could buy abilities to use the graveyard better. Can't think of any good ones off the top of my head. I'll post them when they come to me.
- kill - have you ever heard of the sacred grounds policy? You should look it up because this would just make cemetery's more populated along with wasted revive syringes, nice concept, but a little more research next time.--Jimjoethe3rd 10:15, 20 February 2006 (GMT)
- keep - Not a bad suggestion. - Nicks 10:56, 20 February 2006 (GMT)
- Kill - The difference is that when a survivor dies, he can waste several days getting revived. When a zombie is killed, he will never have to spend more than 15AP to stand back up again. --mikm W! 13:10, 20 February 2006 (GMT)
- RE- Any one who's killed doesn't like spending ap to get back up. Besides, after survivors are killed they become zombies, and the bonus would apply for them rising. And It would make good new zombie hunter powers to 1 overpower the fear of the cemetry which causes the 5% penalty, 2 Kill zombies for full ap when rising.
- RE- about survivors also receiving the bonus: they'll only receive the bonus if they get killed in the cemetary in the first place, right? And if I'm a survivor who's being killed, I can drag my dying corpse to the cemetary so that I can get up a bit faster? --Ralav 20:01, 20 February 2006 (GMT)
- RE- Any one who's killed doesn't like spending ap to get back up. Besides, after survivors are killed they become zombies, and the bonus would apply for them rising. And It would make good new zombie hunter powers to 1 overpower the fear of the cemetry which causes the 5% penalty, 2 Kill zombies for full ap when rising.
- Kill - No, no, no, no. Death is not a big deal to zombies. Why don't people get that? Here's how you avoid it: Get into a giant-ass horde. Chances are you'll survive. --TheTeeHeeMonster 13:49, 20 February 2006 (GMT)
- Kill I don't wanna see zombie killed with a headshot rising up for 3 AP only... and with full health. Zeds are unstopable already --EnForcer32 13:52, 20 February 2006 (GMT)
- Kill - The half-AP thing is a great idea (although not applicable now, you never know if Kevan ever heightens the AP to stand up). Currently it's only useful to new zombies. It takes as much AP for an ankle-grabber to walk to and from the cemetary than he'll gain back from being headshot. If he is headshot at all. After all, zombies MUST go to humans, it's their only source of xp. Sacred ground policy can find new places. The problem is the -5% to hit, which I think is inelegant. --McArrowni W! 14:13, 20 February 2006 (GMT)
- Kill - Zombies don't need protection like survivors do. Zombies don't suffer the same problems as survivors when they die (if the survivor doesn't care to be a zombie that is). I agree with TheTeeHeeMonster, get into a large horde/mob if you're worried they're like proverbial "malls" for zombies. It's the lone or very small zombie groups (5 or less) that become targets for wandering survivors. --Mobius187 9:18AM, 20 Feb, 2006 (EST)
- Kill - They all made my points for me. Bentley Foss 17:45, 20 February 2006 (GMT)
- Edit: Returned my vanished vote. SamSurfer117 was responsible. Other people may wish to check the history and see if theirs disappeared too. Bentley Foss 19:51, 20 February 2006 (GMT)
- Kill - I am a survivor and I prefer guns. If you change this then guns would be nerfed because I rather hit people with an axe that does 3 damage almost everytime and not spend AP finding ammo than shoot at someone for 65%. This is the WORST suggestion I have ever heard... ever. (voted again because yet again my vote was deleted there were also a lot of spam votes on this but they are missing now it doesnt matter anyway because everyone is voting kill but this is just a note to the moderators.) --TheBigT 18:30, 20 February 2006 (GMT)
- Kill Giving survivors a -5% penalty falls under the "don't punish the player" rule. It would end up making melee attacks useless since at 35%, they won't be hitting the enemy for their measily 3 damage very often. And making zombies stand up for half AP... Using up 5 - 15 AP isn't all that bad when the one who killed them just spend all 50 of their to kill them, only to have the zombie stand up and undo all 50/60 damage that they did to them! EDIT: Even hired guns forget to sign sometimes... --Volke 19:40, 20 February 2006 (GMT)
- Kill - I have nothing to add that hasn't been already said. --Ralav 20:01, 20 February 2006 (GMT)
- Kill - As above ^. --Blahblahblah 20:51, 20 February 2006 (GMT)
- Kill - Ankle Grab ftw --Mookiemookie 21:46, 20 February 2006 (GMT)
- Kill - No. Death means so little to zombies as is. In fact, I'm hoping someone offs my feral right this very second, so I can stand with full HP.--Arathen 22:17, 20 February 2006 (GMT)
- Kill - What's the POINT of a Zombie hiding? - Skarmory 00:08, 22 February 2006 (GMT)
- Kill -Why would a zombie need protection, it's not as if they can't stand up after dying. and I suport most of the other objections as well.--Vista 00:29, 22 February 2006 (GMT)
- Kill - Survivors can hide because if they die, they become zombies. If a zombie dies, they become a zombie... so theres no real loss there.--Uncle Willy 16:01, 22 February 2006 (GMT)
- Kill - Zombies are concerned neither with safety nor life insurance plans.Timid Dan 17:21, 22 February 2006 (GMT)
- Kill - And just a minor point to add to all other listed objections. The idea of people freaking out because they're standing on a graveyard, seems a little dull to me. After seeing so much violence and gore already, I don't think survivors really care anymore where they encounter their zombies. This logical argument alone breaks the whole foundation of your suggestion. --General Viper 10:24, 23 February 2006 (GMT)
- Kill - Hiding shows fear, a zombie is a mindless killing machine lacking both fear and bravery. --Lehk 04:43, 3 March 2006 (GMT)
- Final Tally - 1 Keep, 21 Kill, 0 Spam - 20:18, 26 May 2006 (BST)
people reading
Timestamp: | 10:47, 20 February 2006 (GMT) |
Type: | Skill |
Scope: | for zombies and humans |
Description: | This would be used to mark player killers. If they have done damage of 25, or have killed a player in their current state and you're in the same state it would mark them on your screen, this would be a misceallaneous skill that would help zombies as well.
If you have suggestions put them down |
Votes
- Spam - You can already see when Pkers take people out in buildings. This is just excessive. You cannot reasonably expect be able to pick killers out in a crowd if you never saw nor heard of them, if people could then there would be no need for such things as murder trials and such. This reaches deep into the realm of the patently absurd. --Grim s 11:30, 20 February 2006 (GMT)
- Kill - Grim, I believe you misunderstand, this suggestion works perfectly if we assume that UrbanDead is set in the dystopian future of the Phillip K. Dick novel and film Minority report, and this skill would allow a player to simply function as a "precog" see? . and anyways, remember. Player Killlers = serious business. Actually no, a pk can't do any permanent harm as it is, and what Grim said. We don't need this suggestion. even if it did let me reference Phillip K. Dick. - Banana Bear4 12:10, 20 February 2006 (GMT)
- Kill - How to distinguish Bounty Hunters, ARSE Hunters, etc. ? Answer: you can't, and they will all be marked foe life. Bad idea.--Denzel Washington 12:51, 20 February 2006 (GMT)
- Kill - What about those who kill PKers/generators/confirmed zombie spies? --mikm W! 13:03, 20 February 2006 (GMT)
- Kill - It's called UDTools, the pkers list, and "You see PKer kill a harman". --McArrowni W! 14:19, 20 February 2006 (GMT)
- Kill - So far I've only PK'ed once - a Z-spy who was openly bragging about it and whose description said he wanted to be killed. Does that make me a PK'er? Tempted to vote "Spam", as this idea is useless - what good does it do to know if someone is a PK, if you can't do anything about it without being marked as one yourself? Besides, there are no supernatural powers in this game. --Norcross 14:42, 20 February 2006 (GMT)
- Kill - PvP action is part of the game, and part of the game's influences. Humans turn on each other in a zombie apocalypse. Don't need to encourage it, but we don't need to artificially put a stop to it either. --John Ember 15:33, 20 February 2006 (GMT)
- Kill - They all made my points once more. Finally, people are learning. Bentley Foss 17:45, 20 February 2006 (GMT)
- Edit: Restored my missing vote. SamSurfer117, exactly why did you remove it? When it disappeared Bentley Foss 19:55, 20 February 2006 (GMT)
- Spam - Grim s called it. --Blahblahblah 20:56, 20 February 2006 (GMT)
- Kill - This suggestion has no basis in reality.--Mookiemookie 21:49, 20 February 2006 (GMT)
- Spam - As said above, by Grim s and others.--Arathen 22:21, 20 February 2006 (GMT)
- Suggestion restored. 3 spam votes is no longer sufficient Rhialto. It needs a minimum of 7 spams and a 2/3rds majority of spam votes to be spaminated. See Removing suggestions for more info. --Grim s 13:53, 21 February 2006 (GMT)
- Spam - Well here is number four. As for the skill, there are many, many PK lists, and you people just learned how to spot PKing going on in front of you. Not knowing who a PKs are is something you have to deal with, it's part of the game. Velkrin 23:43, 21 February 2006 (GMT)
- Kill zombies don't mind getting ZK'ed in most circumstances so it is near useless to them. and the reasons why the survivor vs survivor is broken must be known to you by know. Also people reading is a very bad name for this. unless you mean wanted posters it has nothing to do with your suggestion. people use the title of your suggestion when it is in previously suggested to scan the meaning of it. this makes that impossible. (and how on earth zombies would make wanted posters is beyond me anyway.)--Vista 00:23, 22 February 2006 (GMT)
- Kill - I am more interested in things that make the game more fun. If you're worried about being PKed just chill outside of buildings. That way when you die its legit.--Uncle Willy 16:04, 22 February 2006 (GMT)
- Spam - Short of magic pyschic abilities, I don't see this happening.Timid Dan 17:20, 22 February 2006 (GMT)
- Spam - Computers can not determine motives. There may be legitimate reasons, e.g. the survivor who just broke down the barricades and destroyed the generator from within the building, and is now cackling "Enter, my zombie hordes!" Ignatius Newcastle 19:41, 22 Feb 2006
- Final Tally - 0 Keep, 10 Kill, 6 Spam - 20:18, 26 May 2006 (BST)
Some item loss at death
Spaminated with 8 Spams out of 11 votes. --Brizth W! 16:22, 20 February 2006 (GMT)
Barricade Status
Close enough to peer reviewed Barricade Watch --Brizth W! 21:00, 21 February 2006 (GMT)