Suggestions/22nd-Jul-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.
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Head Bite
This suggestion has been Spaminated, with 4 Spams and 2 Keeps. (Mod authorised removal) --Grim s-Mod U! 04:02, 22 July 2006 (BST)
Syringe Cost Change
This suggestion has been spaminated with 4 Spams and 2 Kills. (Mod-authorised) --A Bothan Spy Mod WTF U! 06:13, 22 July 2006 (BST)
Looting (revised revised)
Withdrawn by author. See revision below. --Jon Pyre 15:48, 22 July 2006 (BST)
Looting (revised revised revised yet again)
Timestamp: | 10:49, 22 July 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | This skill is designed to encourage survivors to spread out and take greater risks, rather than clump together. Looting would be a subskill of Shopping. When there is little competition for resources the player is better able to find item. In any building devoid of other survivors that is not ransacked the player gains a random 15% bonus that works a bit like tangling grasp. Upon a successful search they'd get a message "You discover the building is stocked with supplies. You begin to loot it." Every time you fail a search there is a 30% chance you'll lose the bonus and receive the message "You can't easily find anything else. You stop looting." This bonus does not stack with powered searches. You can either gain the benefits of having numerous allies and powered searches but be an obvious target, or go off by yourself and hide and search in solitude and darkness.
This skill provides strategic choices for survivors. Do they want to join a huge crowd of humans and let their position be known by zombies? Or do they want to go by themselves, or with a small crowd, into a desolate neighborhood and hide. It doesn't make survivors in any populated region more powerful since resouce buildings there are populated, but makes going alone and adventuring less suicidal. |
Votes
- Keep Author vote. --Jon Pyre 15:48, 22 July 2006 (BST)
- Kill - 15% seems way too much for me. Maybe 5%? Sonny Corleone WTF 15:53, 22 July 2006 (BST)
- Keep - The number being anywhere between 10% and 15% works fine and you can always fiddle with the numbers in-game; the concept is very strong, I like it. --Karlsbad 15:56, 22 July 2006 (BST)
- Kill - What's to stop a group sheltering in one building and hopping into the PD or other rescource building next to it to get the bonus? --Tethran 16:25, 22 July 2006 (BST)
- Re Zombies ransacking it. Plus powered searches provide more a bonus. If they're truly large enough they can get away with having a generator and surviving. This is for small groups that rely on stealth that choose a lesser bonus and being hidden rather than being surrounded by people reviving, healing, and protecting them. For stealthy groups generators are a death wish. --Jon Pyre 16:29, 22 July 2006 (BST)
- Keep - I think you have nailed it. The bonus is good, the logic is good, and the added game options are all good. I would like to see portable torches as an item to add say 5% more if used. This might make it too good for some to accept but on the off chance that zeds outside see your torch you are toast, so it might be acceptable.--Honestmistake 16:41, 22 July 2006 (BST)
- Keep - Well ballenced and useful. I like it. --Paradox244 17:20, 22 July 2006 (BST)
- Keep - This version is ok altough the bonus % could be changed, but I don't think that's enough reason to kill. --Matthew Fahrenheit YRC | T | W! 17:47, 22 July 2006 (BST)
- Kill - Needs more information on how the bonus is applied. If a flare gun's find rate is usually 5%, does the looted rate become 20% or 5.75%? At the same time, it's hard to vote on a specific percentage as we don't quite know the percentage boost provided by powered searching. I would find it easier to vote keep if you stated it in terms of "equivalent to the powered search bonus" or "one half the powered search bonus" or something like that. --Ember MBR 18:21, 22 July 2006 (BST)
- Kill - As per Ember. –Bob Hammero Mod•T•P! 19:04, 22 July 2006 (BST)
- Keep - It makes sense. It'll help the game to be more realistic. --Inspector 20m813 (MPD) 20:30, 22 July 2006 (BST)
- Keep - Great idea, and this revision helps. I'd still really like to see further explanation of what happens when you have to stop looting. Will other survivors be unable to loot after that point? Of not, when will the building be lootable again? If so, when can the particular survivor come back to loot the building again? While I'd like to see this elaborated on, I still vote keep anyway, because I like the idea. Revise or don't, your call. --Rgon 21:53, 22 July 2006 (BST)
- Keep - The only bad issue on this is that this helps trenchcoaters. A lot. Otherwise is neat.--Thari 00:12, 23 July 2006 (BST)
- Keep -I like the idea. It keeps survivors from staying in obvious targets to get supplies, and lets them spread out. --Grigori 02:16, 23 July 2006 (BST)
- Kill - This is an interesting version of this, but there is still too much. I don't like the requirement of an empty building; anyone stopping in an otherwise empty resource building would be PKed for "ruining" the bonus. I also don't like the tangling grasp mechanic for it. It would be better if it was simply a new civilian skill called Looting that gave a boost to searches in Hospitals and PDs. It should probably only effect Hospitals and PDs so the factories and autos aren't effected. The malls dominate for finding FAKs and Ammo, which is sad. :( The malls already have their own skill tree. Any new skill like "Looting" or "Scrounging" should counterbalance Shopping/Bargainhunting, not be tied in with them. --Raystanwick 19:34, 23 July 2006 (BST)
- Keep - interesting, like tangling grasp huh? I like it. --Kiltric 19:49, 23 July 2006 (BST)
- Kill - As per Ember. --Daidy 23:59, 24 July 2006 (BST)
- Keep - As Jon Pyre. David Malfisto 18:13, 29 July 2006 (BST)
- Spam
Spam Spam again- Will you stop sending this idea in!! This is like, verson 9.0!! Enough already!!! --Poopman9 17:50, 31 July 2006 (BST)- Removed invalid parts of vote.--The General U! P! Mod20:05, 31 July 2006 (BST)
- Tally - 11 Keep, 6 Kill, 1 Spam, 18 Total --Paradox244 W! TJ! 17:15, 5 August 2006 (BST)
Drop Change
Timestamp: | 13:18 July 22 2006 |
Type: | Change |
Scope: | All |
Description: | Yesterday I accidently dropped a flak jacket becuase I was using a back command after dropping an empty gun for a loaded one. I simply want a toggable option that when turned on will ask if you're sure you want to drop an item. It could be toggled off and on in your profile edit. The message would appear when whenever you try to drop an item and would say "Are you sure you want to drop x?" if it was on. |
Votes
- Kill - This is a dupe but I'm too lazy to find it. Sonny Corleone WTF 18:31, 22 July 2006 (BST)
- Keep - If it's a dupe I'll change. A better implementation, in my opinion, would be placing a check box by the drop button, similar to the 'agree to the terms of service' kind you find when you get things for free on the internet. --Burgan 18:33, 22 July 2006 (BST)
- Kill - Apart from anything else it would be a pain in the ass when you're droppping lots of objects to have to click "Yes I'm sure". This is Urban Dead not Microsoft Windows. --Tethran 18:36, 22 July 2006 (BST)
- Keep - The thing that does it for me is the ability to turn the feature off. I don't want to be asked every time, but it's reasonable to let you do it, so why not. –Bob Hammero Mod•T•P! 19:02, 22 July 2006 (BST)
Dupe [[1]] - It was bad then, it's bad now.Keep - Scratch that. The addition of the profile-linked option thingy makes it an improvement on the other. If you want to turn on the "bug the shit out of me" option, go right ahead. --Mookiemookie 19:16, 22 July 2006 (BST)- Kill - Personally, when these confirmation boxes are activated, I'll wish that they weren't, and when they aren't activated, I wuold wish they were. Happens always with any toggleable confirmation box, because they're a bother to have activated, but somethimes you mess up because you don't have them on. --Matthew Fahrenheit YRC | T | W! 19:20, 22 July 2006 (BST)
- Kill - Just pay more attention -- Tirion529 19:34, 22 July 2006 (BST)
- Kill - Tirion said it. - HerrStefantheGreat 19:37, 22 July 2006 (BST)
- Kill - would be a pain in the ass--Gage 21:34, 22 July 2006 (BST)
- Keep - Since it's togglable, I don't see too muich problem with it. I'm a little concerned about the server hits this would generate, but not enough to kill it. Makes sense. --Rgon 21:55, 22 July 2006 (BST)
- Kill -As Tirion529 said, pay more attention. I should add that finding replacements for stuff you accidentially dropped isn't that hard either.--Pesatyel 22:13, 22 July 2006 (BST)
- Kill - Too much constant annoyance for the occasional time it would save you from a mis-drop. Just because it can be turned off doesn't mean its a good idea. --Ember MBR 01:32, 23 July 2006 (BST)
- Kill - If you browser can't go back without asking if you want to resend stuff, then maybe it's time for an upgrade. --Niilomaan 13:05, 23 July 2006 (BST)
- Keep - good for the noobs --Kiltric 19:52, 23 July 2006 (BST)
- Keep - As long as it is toggleable and defaults to off. --Daidy 23:58, 24 July 2006 (BST)
- Kill - What Niilomaan said. --Max Grivas JG,T,P! 21:24, 26 July 2006 (BST)
- Kill -As Niiloman. Normally metagaming isn't a good reason to vote kill... but this is simply a suggestion to cover your own idiocy - not to improve the game. David Malfisto 18:14, 29 July 2006 (BST)
- Kill - Same as MookieMookie, but that is the reason i h8 this --Poopman9 17:52, 31 July 2006 (BST)
- Tally - 6 Keep, 12 Kill, 18 Total --Paradox244 W! TJ! 17:15, 5 August 2006 (BST)
Change Name
Spaminated with 3 Spams and 2 Keeps. Using moderator powers to remove this, because the FAQ states that changing names will never be possible. –Bob Hammero Mod•B'crat•T•A 21:10, 22 July 2006 (BST)