Suggestions/22nd-Jan-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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VOTING ENDS: 5th-Feb-2006

First Aid Kit Interface Change

Timestamp: 00:43, 22 Jan 2006 (GMT)
Type: Interface
Scope: Survivors with FAK(s)
Description: Very heavily inspired by Cah51o's suggestion (no credit for me).

This is a major change to the FAK interface:

  • Remove the drop-down menu from the FAK item.
  • For players who carry a FAK, and are without diagnosis, show "(heal)" or "(♥)" next to the names of other players (and show "heal a zombie" if there is a zombie in the same block). By clicking those links you use one of your FAK's to heal the corresponding player.
  • For players who carry a FAK, and are with diagnosis make the HP indications clickable, doing the same action of healing.
  • To heal yourself, click on the FAK.
  • (Obviously) no interface change if you don't have an FAK.

Pros:

  • Makes life simpler for medics in crowded buildings.
  • Removes any extra traffic caused by displaying however many drop-down menus. The WCDZ's Grand Inquisitor of Suggestions deemed this negligable.

Cons:

  • Mildly newb-unfriendly.
  • Some people hate change. - that's humanity's problem (not this suggestion's).

Edit: 50+ Survivors Buildings: There would still be a "list names" link in buildings with more than 50 survivors in them. When names are listed, so are the heal links. Additionally, I think that a good solution to not having to click "list names" however many times is the following: After you heal another survivor, (not self or zombie), display the full list of names automatically.

Votes

  1. Keep - Author. Kind of. -Signal9 00:43, 22 Jan 2006 (GMT)
  2. Keep Yay for lag reduction. --Scorpios 01:08, 22 Jan 2006 (GMT)
  3. Keep But we need to do something about buildings with more than 50 survivors. --Cah51o 01:20, 22 Jan 2006 (GMT)
    • Re: See edit --Signal9 01:55, 22 Jan 2006 (GMT) Re: You still need to see the full list once to see who you want to heal - after that it gets you back to it (so no extra hist). --Signal9 03:17, 22 Jan 2006 (GMT)
      • Re Here is a new problem: curently even in crowded buildings I can heal some 50 survivors without going to the full list. It may save me some IP-per-day-hits. However this change is going to remove this opportunity.--Cah51o 02:49, 22 Jan 2006 (GMT)
  4. Keep - Yay for streamlined interface! Although Cah51o has a point.--'STER-Talk-Mod 01:38, 22 Jan 2006 (GMT)
  5. Keep - Yup, better interfaces for the win! Let it change for better! --Omega2 02:09, 22 Jan 2006 (GMT)
  6. Keep — I like it. Bartle 02:19, 22 Jan 2006 (GMT)
  7. Keep --Lord Evans 02:24, 22 Jan 2006 (GMT)
  8. Kill - The "extra traffic" is nil--I guarantee you that it's not what's slowing the game down. I like the interface like it is now--we don't need an extra 50 (or however many potential targets there are) buttons getting shoved across each time. It's a lot simpler to populate a dropdown list than to make the change you're suggesting. Bentley Foss 02:48, 22 Jan 2006 (GMT)
  9. Keep Oh what the hell. As long as it doesn't add more text my screen. --Jon Pyre 02:54, 22 Jan 2006 (GMT)
    • Re: You do realize that there is extra text only if you don't have diagnosis, and that "heal" and "40HP" take up about the same ammount of space. --Signal9 03:27, 22 Jan 2006 (GMT)
  10. Keep -- I like the idea, make the HP number a link if its lower then full. Except this wont help people without Diagnose... soo its a problem. I still Like the idea. --Kirk Howell 03:02, 22 Jan 2006 (GMT)
  11. Keep - --hagnat 07:27, 22 Jan 2006 (GMT)
  12. Keep - It's a good thing u_u - Nine 15:49, 22 Jan 2006 (GMT)
  13. Keep - I Like it, and it occurs to me that the killers (At least in this case)Didn't seem to read the whole thing. --Argus Nole 08:14, 22 Jan 2006 (GMT)
  14. Keep - good. --Firemanstan 18:14, 22 Jan 2006 (GMT)
  15. Keep - This is a great idea. --VinLumbtin 22:01, 22 Jan 2006 (GMT)
  16. Keep - Mongo like. --Reverend Loki 23:18, 22 Jan 2006 (GMT)
  17. Keep --Kcold 21:46, 23 Jan 2006 (GMT)
    • Tally: 16 Keep, 1 Kill, 17 Total.
  18. Keep - Boo lag. --Mr NoName 01:16, 1 Feb 2006 (GMT)
    • Final Tally - 17 Keep, 1 Kill, 0 Spam - 18:12, 24 May 2006 (BST)

Show HP in FAK drop-down

Timestamp: 03:36, 22 Jan 2006 (GMT)
Type: Interface
Scope: Survivors with diagnosis and FAK(s)
Description: For players who have diagnosis, show the HP of survivors in the First Aid Kit drop-down menu.

Votes

  1. Keep - Author. Sorry for mutually-exclusive suggestions. --Signal9 03:36, 22 Jan 2006 (GMT)
  2. Kill - I like the first idea better.--'STER-Talk-Mod 03:38, 22 Jan 2006 (GMT)
  3. Kill Rhialto 03:42, 22 Jan 2006 (GMT)
  4. Kill same reason as 'STER.--RAF Lt.G Deathnut 04:02, 22 Jan 2006 (GMT)
  5. Kill - dropdowns are bad. longer dropdowns are worst. --hagnat 07:25, 22 Jan 2006 (GMT)
  6. Keep - This one is better then modding the entire user-list, because it's much more friendly to extensions and css sheet overlays. - Serpico 03:44, 26 Jan 2006 (GMT)
  7. Keep - Far more elegant than the previous suggestion. --MorthBabid 20:48, 30 Jan 2006 (GMT)
    • Tally: 3 Keep, 4 Kill, 5 Total.
  8. Kill - Drop-downs bad. --Mr NoName 01:18, 1 Feb 2006 (GMT)
  9. Keep - Drop-downs might be annoying, but wider (not longer) dropdowns aren't any worse. -Lxndr 15:50, 5 Feb 2006 (GMT)
    • Final Tally - 5 Keep, 4 Kill, 0 Spam - 18:12, 24 May 2006 (BST)

Infectious blood

Dupe. Original still open for voting. --Brizth 16:14, 22 Jan 2006 (GMT)


Rifle

3 Spams 3 kills Spaminated. There's already better rifle suggestions in the peer review area Drogmir 06:17, 22 Jan 2006 (GMT) :*Wrong. There are none there, which is why Im going to find a way to get them accepted. If someone accepts SMGs, why not rifles? unsigned author afterthought

  • NOOOOOO I wanted the honer of spaminating this one. (cries inside)--RAF Lt.G Deathnut 06:20, 22 Jan 2006 (GMT)

Search 10

  • Thanks all sorry but I missed the X times suggestions. Removed at authors request.

Removed formatting.--ALIENwolve 05:32, 22 Jan 2006 (GMT)


Return full list of survivors in overcrowded blocks

Spaminated 3 Kill, 3 spam, 0 Keeps --Matthew Stewart 07:42, 22 Jan 2006 (GMT)

  • Suggestion has not been moved to Peer Rejected Suggestions page. Please do so. Thank you.--Cah51o 08:32, 22 Jan 2006 (GMT)

Walk the subway lines

Timestamp: 13:10, 22 Jan 2006 (GMT)
Type: Improvement
Scope: Survivor and zombie movement
Description: As there are rail stations and no visible rail lines I believe there must be a tube or subway system beneath the city. Since all the trains left in the early stages of the evacuation I feel it would be reasonable for zombies and survivors to use the subway system to walk from place to place. The only entrances/exits would be the stations, and perhaps some ladders up to padlocked gratings in parks; it would be dark inside unless power was on at the nearest station, or unless someone on that subterranean block or a neighboring one was carrying a torch (either the "flashlight" or "burning stick" kind). Zombies could enter at any un-barricaded rail station, and could emerge inside any other station - although they might have trouble getting out if it's barricaded. The AP cost of moving along the rail line would be the same as moving the same distance on the surface. Each station would be linked to nearby stations by the most direct route, more distant stations would be via those in the middle.

I think it'd be fun to walk the darkened tunnels, praying that my torch doesn't pick out the lurching figure of a zombie emerging from the gloomy tunnel ahead, or worse, run out of batteries. Polysylabic psudonym

Votes

  1. Keep - For the moment. But I would like more info on the interface.--The General 13:34, 22 Jan 2006 (GMT)
  2. Keep - Yes, interface would be nice, also would GPS and cell phones work in the tunnel? - --ramby 13:40, 22 Jan 2006 (GMT)
  3. Keep - I think a few people have suggested a use for the stations and i like the idea, however without working torch there should be a very high chance of getting lost and coming out at the wrong station! this should not be seen as 'forcing' player action, after all they did choose to go down there!--Honestmistake 14:22, 22 Jan 2006 (GMT)
  4. Keep - Sounds good. I see no reason why not... --Rani 15:01, 22 Jan 2006 (GMT)
  5. Keep - Also, a little idea that i have. If you do not have a light source awhile in the tunnel.(Or worse if it can go out) You can only see whats in the tile your standing on. Perhaps zombies could have a scent skill that could help them know what survivors lurk in the dark. BTW I do not think this should be high priority. --Uncle Willy 15:28, 22 Jan 2006 (GMT)
  6. Keep - Great idea, makes me think. When this gets put in (if at all) there should be a subway map instead of the normal city map, since if you take all direct lined to nearby stations there are bound to be squares on the surface without a railway under it. You could also add the sewer system to walk through, though I wonder where to enter and stuff... On the streets is one. Another thing when you are staying in a railway station you should be able to barricade the routes down underground against zombies who try to get to you through there... suggestions flowing over with them. n_n good idea now how to put it in - Nine 16:00, 22 Jan 2006 (GMT)
  7. Kill - I really don't think that this suggestion is worth the time it would take to implement it. I just don't think it would be very useful. I may change my vote if there where a way to use the subway station to travel faster than normal. --Poodge 16:13, 22 Jan 2006 (GMT)
  8. Keep - That would be so cool! Imagine Running from a zombie siege into the subway and they finding that theres another horde in there blocking the way. That would really enhance the flavor and make for some interesting sieges, I mean reenforcements for either sides could move to help without major public notice. --Argus Nole 16:21, 22 Jan 2006 (GMT)
  9. Dupe - Nothing personal, but dupe, dupe, and dupe. I am not in favor of a sub-map just because there are so many practically empty neighborhoods as it stands. Plus, I'd suggest making travel in the tunnels a bit faster--otherwise people will find themselves out of AP and turn into a pretty easy meal down there. Bentley Foss 16:29, 22 Jan 2006 (GMT)
  10. Dupe - Underground passage stuff has been suggested multiple times. --Mikm 18:43, 22 Jan 2006 (GMT)
  11. Kill - With the amount of empty buildings and streets in Malton, I can't see the point in adding another 'layer' until there are substantially more players and the city becomes too crowded. Nice idea though, maybe useful in the future. --McDave 18:46, 22 Jan 2006 (GMT)
  12. Keep Dupe or not, this one is getting a lot of keep. Mayhaps it's better than the originals? --Scorpios 19:11, 22 Jan 2006 (GMT)
  13. Keep - I was thinking about something like this. VinLumbtin 22:00, 22 Jan 2006 (GMT)
  14. Dupe - There are lot of tunnel suggestions... there's even one that's peer reviewed, and this one isn't different from them. --Signal9 20:48, 22 Jan 2006 (GMT)
  15. Keep --Lord Evans 21:59, 22 Jan 2006 (GMT)
  16. Keep --Reverend Loki 23:20, 22 Jan 2006 (GMT)
  17. Dupe - already suggested and approved. Subway Tunnels, is in peer reviewed. --Vista 23:43, 22 Jan 2006 (GMT)
  18. 'Dupe - Yeah, it's a nifty idea, but that's why we already have it...--'STER-Talk-Mod 00:20, 23 Jan 2006 (GMT)
  19. Kill - I'd need a reason to go through the tunnels rather than above ground before I could vote keep. Rhialto 06:10, 23 Jan 2006 (GMT)
  20. Kill - As above, if there was a reason to be underground, rather than just a novelty feature, I'd be a keep.Benpage26 18:00, 23 Jan 2006 (GMT)
  21. Kill - We have mall rats, we don't want tunnel rats. Velkrin 21:04, 23 Jan 2006 (GMT)
  22. Keep--Kcold 22:13, 23 Jan 2006 (GMT)
  23. Dupe - I really can't find a difference between this and Subway Tunnels. --Blahblahblah 00:19, 24 Jan 2006 (GMT)
    • Tally: 12 Keep, 5 Kill, 6 Dupe, 23 Total.
  24. Dupe - The links say it all. --Mr NoName 01:19, 1 Feb 2006 (GMT)
    • Final Tally - 12 Keep, 5 Kill, 7 Dupe - 18:12, 24 May 2006 (BST)

Increase size of shotgun in the inventory

Timestamp: 18:26, 22 Jan 2006 (GMT)
Type: W/e
Scope: Survivors
Description: Increase shotgun size to at least 3 slots.

Votes

  1. Kill- Uh why? Shotguns work well enough as they are. I have never heard of a 3 slot carring shotgun have you? Drogmir 18:29, 22 Jan 2006 (GMT)
  2. *Who the hell is this I never wrote this -not to be a smart arse but modern assualt pump action shotguns( like police carry) carry a hell of a lot more than two shots... unsigned comment Trish
  3. Kill --Matthew Stewart 18:33, 22 Jan 2006 (GMT)
  4. Kill - Shotguns are already awkward to carry. All guns take up two slots + one slot for every extra shot of ammo you might carry. This would also be problematic for people who are at/near the limit. What happens when they go over because of the change? Like AP, inventory size has never been very balanced/accurate. Why would a cellphone take up as much space as a portable generator? In fact, it has more to do with server load (firearms require additional data for tracking how much ammo is loaded) than the human ability to carry stuff. --Mikm 18:39, 22 Jan 2006 (GMT)
  5. Kill- No need. Two slots is big enough for firearms, plus all the extra space taken up by shells makes them balance with pistols just fine. If you're thinking this should be done because of their damage capabilities, why not increase syringe size to at least 8 slots? After all, a combat revive is effectively doing 50Hp damage, 60 w/ BB. This fits with your 20 damage to 3 slot size ratio. --McDave 18:42, 22 Jan 2006 (GMT)
  6. Kill -- The shotgun should have already been modified to a standard capacity shotgun already. Making them take up more space is pointless, they are already space consuming with the nature of their ammunition. If the combat shotgun or pump acton shotgun are introduced, I'd support a larger space occupation, but not as it stands --S Kruger
  7. Kill -- I was supposed ot be on vacation for Suggestions today, but I came back to kill this --Jak Rhee 21:10, 22 Jan 2006 (GMT)
  8. Kill - Not useful--Poodge 22:44, 22 Jan 2006 (GMT)
  9. Kill - No Thanks, I'll pass on this one. --Blahblahblah 23:12, 22 Jan 2006 (GMT)
  10. Kill - 2 spaces is enough. --Reverend Loki 23:22, 22 Jan 2006 (GMT)
  11. Kill - Shotguns are besides the worst regular HP/AP weapon, also the most cumbersome weapon. You can carry enough for 50 shotgun attacks at 6.5 HP damage per inventory space. pistol gives you 150 to 300 pistol attacks at 9.75 to 19.5 HP damage per inventory space (depending on pistol to clip ratio), and axe of course gives you near unlimited damage damage per inventory space as it doesn't use ammo. Shotguns are very inefficiant weapons whose only saving grace is it's high damage per single attack. all other statistics of it are, as we experts call it, crap. so why make a weak weapon even worse? --Vista 23:36, 22 Jan 2006 (GMT)
  12. SPAM shotguns are balanced already.--RAF Lt.G Deathnut 04:35, 23 Jan 2006 (GMT)
  13. Kill - Well, they all beat me to it...again. Bentley Foss 06:01, 23 Jan 2006 (GMT)
  14. Kill - I think this person is suggesting that the shotgun takes up more room in the inventory, not that the shotgun holds more shells. Anyway, this is a kill due to poor submission structure, IMO. --Bloarg 2:06 PST Jan 22
  15. Kill -- Dinna touch my boomsticks. MaulMachine 22:22, 23 Jan 2006 (GMT)
    • Tally: 0 Keep, 14 Kill, 1 Spam, 15 Total.
  16. Kill - Why is there this craze about balancing things which are already balanced?--The General 16:11, 28 Jan 2006 (GMT)
  17. Spam - They are alredy large, the amo dosn't stack and they can only hold so much amo, and what about genorators? --Mr NoName 01:22, 1 Feb 2006 (GMT)
    • Final Tally - 0 Keep, 15 Kill, 2 Spam - 18:12, 24 May 2006 (BST)

Inventory Layout

Timestamp: 20:05, 22 Jan 2006 (GMT)
Type: Inventory improvement
Scope: Inventory
Description: Have some sort of divide between weapons and other items, just to help inventory navigation. Perhaps just a line separating the two.. So you'd have Pistols, Shotguns, Axes and crowbars etc... And a line beneath it separating them from the rest of the items, such as ammo, spray cans, syringes and all that stuff. Personally I've found it annoying to have a half loaded pistol smack bang in the middle of my inventory with all the clips and other stuff. And possibly have another section for clothing? For flak jackets I mean.. So when you find one it goes into your inventory. Then you use it, and it appears in a separate section titled clothing or something similar, with a message reading "You put on the Flak Jacket"... Which could possibly lead to other wearable item possibilities? Maybe give a point to the crucifix.. "You put on the crucifix.. but it doesn't seem to help you"

Votes
Votes here

  1. Keep - I like it. Sounds really useful. --Darnin 21:02, 22 Jan 2006 (GMT)
  2. Keep - But firefox extensions already do this.--The General 21:03, 22 Jan 2006 (GMT)
  3. Keep - Some of it is a firefox plugin but some of it is new --Lord Evans 22:01, 22 Jan 2006 (GMT)
  4. Keep - IT'S A good idea, so people dont flogg it down. And dont use Firefox as an argument against it .--darksnake 22:59, 22 Jan 2006 (GMT)
  5. Keep - Does more than the firefox extension, so why not. --TheTeeHeeMonster 22:49, 22 Jan 2006 (GMT)
  6. Keep - Very nice. --Mikm 23:12, 22 Jan 2006 (GMT)
  7. Keep - Pretty swell idea. --Blahblahblah 23:14, 22 Jan 2006 (GMT)
  8. kill - weapons vs. other items separation doesn't make much sense. Especially putting ammo as other items. Making a whole category just for one item (flak jacket) also doesn't seem right to me. --Cah51o 23:23, 22 Jan 2006 (GMT)
  9. Kill - I think the current system works just fine. The game doesn't have to worry about making any distinctions concerning the order of the items in your inventory. This'll just add load to the game for a slight cosmetic change. I don't like it. Bentley Foss 06:03, 23 Jan 2006 (GMT)
  10. Kill - I'd rather see game features and not stuff that just benefits lazy people --Jak Rhee 00:09, 24 Jan 2006 (GMT)
    • Tally: 7 Keep, 3 Kill, 10 Total.
  11. Keep - This and invintory stacking. --Mr NoName 15:35, 3 Feb 2006 (GMT)
    • Final Tally - 8 Keep, 3 Kill, 0 Spam - 18:12, 24 May 2006 (BST)

Use For Wirecutters?

Spaminated 7 Kills, 3 Spams (including my own), 1 Kill/Spam (whatever that should follow) 0 Keeps. can people stop trying to make wire cutters useful again? --RAF Lt.G Deathnut 04:39, 23 Jan 2006 (GMT)

Wirecutters should have a purpose. This was just "wirecutters can screw people over" though. --Jon Pyre 05:01, 23 Jan 2006 (GMT)

Yeah. We need a constructive use of wire cutters that help people. AllStarZ 05:11, 23 Jan 2006 (GMT)


Lessen Search Percent in the dark

Timestamp: 23:11, 22 Jan 2006 (GMT)
Type: Realistic Values
Scope: Survivors
Description: When survivors search in the darkness, lesson the search percentages to find an object by 15% unless it is day (From 6:00 am to 8:00 pm in-game time) or if there is a working generator in the same room to turn on the lights. *edit* I changed the bloody o in lesson to e to make lessen >_>. And yea I do see your point about it... I'm going to in like 2 days revise this to make it better.

Votes
Votes here

  1. Keep - Authors vote. I think this will make it more realistic because of the fact that it will be harder to search in real life in complete and utter darkness. The 2 things I fear though is that it would be either complex (but then again he already has the time in there, so it probly won't be) and that it might have already been suggested. *shrugs* Who knows I never really check the 2000 suggestions that comes in here, so if it is a dupe or gets banned who cares... just make sure not to flame. -Shadow213 23:11, 22 Jan 2006 (GMT)
  2. Kill And so what happens if game time is not your time? Like if the game is on GMT, then people, say in China would be at a severe disadvantage than to those closer to the GMT time zone. AllStarZ 23:14, 22 Jan 2006 (GMT)
  3. Kill - There is a peer-reviewed option to increase search percentages in powered buildings. And as of now, there is no day cycle in Malton (although it has been suggested), so any time-based advantages would hurt those in some timezones--Mikm 23:17, 22 Jan 2006 (GMT)
  4. Kill Mikm and AllStarZ have it.. you dont. --Jak Rhee 23:24, 22 Jan 2006 (GMT)
  5. Kill - I prefer the suggestions that give searching a bonus in a powered up room. --Poodge 23:26, 22 Jan 2006 (GMT)
  6. Kill - 1) No day cycle in Malton 2) What time zone? 3) Some buildings have more windows than others 4) How cloudy is it? - Only suggestion affecting search result like this I favor is powered vs unpowered, and whether or not zombies are present. Oh, and it's "Lessen", not "Lesson". --Reverend Loki 23:28, 22 Jan 2006 (GMT)
  7. Kill - If this was implemented, assuming it ran off of GMT, I could only search from 1 AM to 3 PM my time, and I get home at 3:15. Way to give me the shaft pal. --TheTeeHeeMonster 23:44, 22 Jan 2006 (GMT)
  8. Kill Day Cycle and Increase Search in Powered Buildings combined with a slight penalty if night and searching in a building without power. (the penalty percentage changed set to balance the bonus percentage change, with relative occurence of powered search taken into account) would be a nice and balanced way to implement something like this. your suggestion itself is overpowered, griefs because it doesn't add anything besides penalties and doesn't take timezones into account. An ill thought out, all around bad suggestion. And it is a sign of courtesy to actually check if you are not wasting our time by skimming the previous suggestions. So why should we behave politely and not just make sure not to flame if you don't do us that favor? (also, *shrugs*?, come on... you sound like a kid who just hit puberty. Even if you are one, you don't have to act the part.) --Vista 23:59, 22 Jan 2006 (GMT)
  9. Kill Making changes specifically to hurt players is bad. --Jon Pyre 00:29, 23 Jan 2006 (GMT)
  10. Kill In other games I have a adavange or a disadvantage because of access time. Being online when resources arrive, or other things like that. This give an unfair advantage to the players who get online at different times. --RAF Private Chineselegolas 02:03, 23 Jan 2006 (GMT)
  11. Spam Does not take a major element of the game into consideration. And I thought it's spelled "lessen". --Signal9 03:38, 23 Jan 2006 (GMT) Re to Torfin - this isn't "uberkill" - this is "the author didn't even bother to read throuhg the titles of the peer reviewed suggestions, and disregarded some very obvious parts of the game." If someone disregarded zombies in their suggestion, it would be spaminated in 10 minutes - this disregards the fact that the Earth is round. --Signal9 05:23, 23 Jan 2006 (GMT)
  12. Spam done before and was spamed if I'm right.--RAF Lt.G Deathnut 04:43, 23 Jan 2006 (GMT)
  13. Keep I hate this idea almost as much as I hate voting spam as an uberkill. -Torfin 04:59, 23 Jan 2006 (GMT)
  14. Kill I'd vote keep if Torfin hadn't. The idea is no good but if people spam out every sugggestion they dislike it's going to come back because it won't be up there on the voting page for people to see and know not to propose. By voting spam you're hurting yourselves. --Jon Pyre 05:42, 23 Jan 2006 (GMT)
    • Tally <2 Keeps, 9 Kills, 2 Spams>
  15. Kill - They probably all beat me to it. Search odds are fine. Leave them alone. Bentley Foss 06:04, 23 Jan 2006 (GMT)
  16. Kill - Not everyone lives in GMT. Rhialto 06:08, 23 Jan 2006 (GMT)
  17. Spam - --TheBigT 20:27, 23 Jan 2006 (GMT)
    • Tally: 2 Keep, 12 Kill, 3 Spam, 17 Total.
  18. Spam - This is sugesting time cycles, and punishing people who arn't in eastern time zones or whatever. --Mr NoName 01:25, 1 Feb 2006 (GMT)
    • Final Tally - 2 Keep, 12 Kill, 4 Spam - 18:12, 24 May 2006 (BST)

Another use for the crucivix

Spaminated - 3 straight Spam Votes --Jak Rhee 00:11, 23 Jan 2006 (GMT)

For every religious idea shown on this wiki, I shall kill 10 babies, and 5 puppies. AllStarZ 00:14, 23 Jan 2006 (GMT)

  • Domo-Kun will handle the kittens.--'STER-Talk-Mod 00:27, 23 Jan 2006 (GMT)
    • Excellent. AllStarZ 05:09, 23 Jan 2006 (GMT)
  • Let's hope the comment's don't offend people... --Lord Evans 00:29, 24 Jan 2006 (GMT)