Suggestions/23rd-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: 6th-Feb-2006

Eat the Unmoving

Spaminated with 3 votes. Basing your suggestion on mechanics that don't exist yet is a bad idea. --Zaruthustra 00:32, 23 Jan 2006 (GMT)

He is also the author of the Pict Suggestion.

"...make no additional comments." --Frosty 12:28, 24 Jan 2006 (GMT)


Hardcore Characters

Spaminated with 4 votes. Straight up, unabashed permadeath suggestion. Also a straight up dupe. --Zaruthustra 03:18, 23 Jan 2006 (GMT)


Regeneration

Timestamp: 05:21, 23 Jan 2006 (GMT)
Type: Skill
Scope: Zombies
Description: The revivification syringes inspire a "slow molecular process" but can't revive a zombie that's too far rotted. But what if instead of doing nothing to a rotted zombie the process still regenerated them? They still have the formula in their body repairing cells, it just isn't enough to give them a pulse. This is an idea for a high level skill zombie skill that'd use Brain Rot as a prerequisite. When a zombie with Regeneration is stuck with a revivification syringe (and not revived by being in a powered NT building) their status changes to "Regenerating". A regenerating zombie has their max health increased by 5hp and upon being injected has this additional health added to whatever their current health is (so if a zombie was at 60/60hp it'd bring them to 65/65hp, if they were at 45/60 it'd bring them to 50/65hp, etc.). This higher maximum health does not wear off after time. The status of Regenerating can only be ended in two ways: If the zombie is revived, or if they take a headshot. This would make injecting a zombie and hoping it's not brain rotted more risky than just losing the syringe, and it would provide a reward to zombies that thwart a revive beyond spite. 5 extra health isn't excessive or overpowering, it only means that the zombie could take an additional hit but it's still significant enough to be worthwhile. Requring the zombie first be struck with a syringe would prevent the "Multiply By a Billion" rule from taking effect here: the rate zombies gain this benefit would be directly proportional to the frequency of revives in the area. Losing this benefit through combat only to headshot would let a Regenerating zombie likely keep the extra health for a few days, long enough to get a benefit from it but wouldn't let them keep it so long that it'd amount to a permanent +5hp gift to zombiekind. I think it's balanced, fun for zombies, and it's a reason for a zombie to take Brain Rot. And of course no, being stuck with syringes multiple times would not stack.

Votes

  1. Kill - Doesn't make very much sense context-wise and destroys revive points completely. My scientist wants to stick the length-of-pipe she is carrying through your head, and even my zombie charachters hate the idea. --Signal9 05:33, 23 Jan 2006 (GMT)
  2. Kill - Zombies don't need to be more powerful. They need new and exciting (and most importantly, different) ways of playing the game, not more damage, or AP, or hitpoints. I've said this a million times, people. Bentley Foss 06:06, 23 Jan 2006 (GMT)
  3. Kill - Losing a syringe you just spent all day looking for into a brain rot zombie already sucks donkey balls, don't think it needs to be more risky :). What he said ^. Playing as a zombie - I don't need more health, I need more variety. --Blahblahblah 18:53, 23 Jan 2006 (GMT)
  4. Kill - your suggestion x 1,000,000 = lots of zombies with +5HP--Uncle Willy 00:49, 24 Jan 2006 (GMT)
  5. kill - A zombie with brain rot is usually maxed out doesn't need a combat boost. Giving them a combat boost is also unfair to zombies who purposely don't buy it for roleplay reasons. Syringe notifications is a good suggestions that gives brainrotters the fun of noticing how effective their skill is by telling them everytime a necro just burned 21 AP trying to combat revive them.--Vista 08:01, 24 Jan 2006 (GMT)
  6. kill - Zombies already have enough of a reason to take brain rot. I don't believe this adds anything to the fun of the game.--Mookiemookie 22:20, 24 Jan 2006 (GMT)
  7. kill - This is really not necessary, zombies don't need more power. Rather they need something more to attack than other zombies most of the time.--Lordofnightmares
  8. Kill - This suggestion is just all kinds of bad. --Carilgar 16:22, 26 Jan 2006 (GMT)
    • Final Tally - 0 Keep, 8 Kill, 0 Spam - 18:16, 24 May 2006 (BST)

Reload

Timestamp: 07:50, 23 Jan 2006 (GMT)
Type: Skill
Scope: Survivors, Military
Description: This is a skill designed to make the Armoury more appealing to ranged weapons users than a mall. This skill would give survivors a button that would only appear inside of Armouries: "Reload". Reloading would be similar to searching, with a chance of finding either ammuniton or nothing. Upon a successful reload attempt you would find munitions and automatically reload one gun in your inventory, either giving a pistol a full clip or putting one shell into a shotgun. Your odds of finding something would be identical to your current odds of finding something with searching, but instead of finding guns and either excess ammunition or ammunition for weapons you don't use you'd fill up a gun that you are carrying. Thus while forts would be worse places than mall gun stores to find something they'd be a better place to find the specific ammunition you need. It makes sense that a military storeroom would be highly organized and this skill is a balanced and simple way of making forts different but not better. Tying this skill to power being on in the armory is not necessary, but it'd make sense (hard to search in a storeroom in the dark), expand the role of the new power feature, and it'd add a fun price to pay in exchange for having this amenity. This skill, if deemed too limited by being tied just to two locations on the map could also be expanded at Kevan's discretion to also work in police stations although it'd make sense to allow reloading there to only restore pistols as a way of keeping the skill balanced, in addition to the fact that police don't use shotguns and pistol ammunition would be more plentiful there. The reload skill could either cost 2AP to compensate for the fact that the player need not spend AP reloading or saving 1 AP could be a feature of this skill.

Votes

  1. Keep - Conditional. The reload odds need to be low or the reload-search needs to take 2 AP - one of the 'features' of firearms is that they take seperate AP to load. Having the odds be too high would make this unbalanced. FireballX301 08:47, 23 Jan 2006 (GMT)
    • Re You're right. That's something to account for. I added a line at the end of the suggestion commenting on this issue. The skill could either cost 2AP or saving 1AP could be a benefit of the skill, but that issue is incidental enough to the suggestion that I'm providing both options as different ways of implementing Reload. --Jon Pyre 08:55, 23 Jan 2006 (GMT)
  2. sort of Keep - As long as it is only limited to armouries, I'd be happy with this taking 1 AP. However, I'm a little dubious about a skill that is usable in a mere 0.01% of the locations in the game, and having it in police stations too, and costing 2 AP, makes me think "meh why bother". Rhialto 11:46, 23 Jan 2006 (GMT)
    • Re It'd be quite useful, allowing you to only find what you're looking for. --Jon Pyre 18:15, 23 Jan 2006 (GMT)
  3. Keep - But the thing has to be only 1 Ap per search. If not then why don't I just look like normal instead. It would save the time of implemented something that does nothing Drogmir 00:05, 24 Jan 2006 (GMT)
  4. Keep --Lord Evans 04:44, 24 Jan 2006 (GMT)
  5. Keep - Definitely armouries only, and only 1 AP (as per Drogmir's vote). --Pinpoint 10:15, 24 Jan 2006 (GMT)
  6. Keep ) I definietly like it. If for no other reason than to stop finding more half-full guns and just increase the ammo in those I have - good for an RPer. Thubmbs up - Skarmory 11:59, 24 Jan 2006 (GMT)
  7. Keep --Abi79 14:17, 24 Jan 2006 (GMT)
  8. Keep - Police DO use shotguns, so include them. I think PD's and Armories should both have this potential. Would sort out all the half full guns I have. Good idea. --Methnar Hammerhand 15:13, 24 Jan 2006 (GMT)
  9. Keep --Penance 17:39, 24 Jan 2006 (GMT)
  10. Keep - it would be good as long as it is only 1 AP in armouries. it could be even higher in police stations cause remember folks this is reloading the gun you need, not the one you dont have.oscar worthy suggestion.--peopleschamp6924 18:09, 24 Jan 2006 (GMT)
  11. Kill - Half-full guns is not a problem that needs to be solved. In a post-apocalyptic world would you expect always to find the exact weapon you're looking for, fully loaded? If half-full guns make you that angry, then just drop them. (Or, support one of the "Redistribute Ammunition" suggestions, like I plan to, since they make more sense.) Also, if you're looking for role-playing, you'll realize that chance is part of your character's life and you'll throw away whatever you feel your character wouldn't use. -- Ethan Frome 20:31, 24 Jan 2006 (GMT)
  12. Kill - The last thing survivors need is another new toy, let alone one that would be yet another excuse to camp and hoard ammo. Nightbane 22:18, 24 Jan 2006 (GMT)
  13. Kill - Ammo isn't hard to find, and my survivors carry plenty of pistols AND shotguns, so I always find the ammo I need, even if my guns are full at that point. Very unbalancing if the suggestion is expanded to the 877575764654 police departments in the city.--Mookiemookie 22:26, 24 Jan 2006 (GMT)
  14. Kill Searching twice as hard in a high profile location to simply fill up my half full firearms? Cumbersome and pointless. -- S Kruger
  15. Kill - Ammo is no problem to find, it is supposed to be time consuming and armories would be cleared by military evacuations or looted as badly as the rest of malton. --Tobias Reaper 19:45, 25 Jan 2006 (GMT)
    • Final Tally - 10 Keep, 5 Kill, 0 Spam - 18:16, 24 May 2006 (BST)

Horde Mentality

Timestamp: 08:37, 23 Jan 2006 (GMT)
Type: Skill
Scope: Zombies
Description: This is a suggestion following the "give zombies fun ways to play that don't make them directly more powerful" philosophy. A zombie with Horde Mentality is a classic zombie drone, going along with the crowd. They tend to stick together (as the zombie's in Kevan's simulator do) and attack around the same time. Here's the mechanics of it: A zombie with this skill would have a button labeled "Hunting Cycle". Clicking it would cost 1AP and permanently record the time the zombie player clicked it. Zombies with this skill would have another button: "Horde Mentality" which would also cost 1AP to click. Clicking this button would give you how long until the average time the other zombies with Horde Mentality in that location set their Hunting Cycle for, to the half hour. It might appear like this: "You sense that of X zombies many will be active in around eight and a half hours." A zombie would be able to change the time of their Hunting Cycle. After pressing hunting cycle that button would replaced by one labeled "Feral", also costing 1AP. Clicking it would clear their Hunting Cycle and leave them out of the average calculated with the "Horde Mentality" button. This would replace the "Feral" with the "Hunting Cycle" button and allow them to reset it again at their will.

What would this do? It would allow feral zombies and zombies not organized out of game to conduct rudimentary planning with each other. A zombie player outside a safehouse might waste their efforts weakening the safehouse at a time far from the active hours of most of the horde, and have it rebuilt before anyone else logs on. This way if the player sees that their efforts would do the most good in five hours they could save their AP for that time. It would not penalize people in any one time zone because it's based off of the availability of the players, not any selective way of reading time. It would also not penalize people unable to log in at a later time because they would not be forced to follow the horde mentality and could attack whenever they want or find a horde that suits their schedule better. If zombie players also suspected human spies or didn't want their hour of activity known they could turn their Hunting Cycle off and on at will. I think this would greatly add the zombie cause with the power of information, not brute force. At the same time it only provides an average time between many players coming on at different hours so while it'd make zombie timing far better it wouldn't provide a precise moment for barricades to be overrun by all the zombies at once. Feeding Groan should be a prerequisite skill.

Votes

  1. Keep - I think giving the Zombies a better method to communicate would perhaps at least lessen meta gaming which is a much more insidious method of organization; nonetheless, it also addresses the fact that Zombies ARE reactionary (re: comment by Kramer) in that they would react when the others react.Pwaz 15:54, 25 Jan 2006 (GMT)
  2. Keep - I like it, I think I see a few problems pointed out below but thre is one thing. It would take several days for the zombies to organize like that, so, if you don't log on in several days it is yoru own fault. and, if you are on you should know abotu that mass amount of zombies outside your safe house and move. "only a fool dies for preticuler land when there is other land avaliable"Edit: and besides, humans already have this, it is called speach and it takes 1 ap to use compared to 2. --ramby 00:45, 24 Jan 2006 (GMT)
  3. Keep --Lord Evans 15:04, 23 Jan 2006 (GMT)
  4. Keep - It's a pretty cool idea, but it has the potential to make zombies enormously more powerful by making every one part of a pseudo-horde, even more so than Feeding Groan does. Its effectiveness would increase nonlinearly the more high-level zombies are in a square, making a large number of ferals much more dangerous to targets like forts or malls. --Sindai 16:58, 23 Jan 2006 (GMT)
    • Re I know. There was a moment when I was suggesting this when I thought "Wow, this will really make zombies more powerful". My main character is a survivor so this suggestion would hurt me. But then I thought, I'd rather have the zombies be extremely dangerous than wholly ineffective without metagaming. I imagine a crowd forming at a police station and as time passes becoming more and more in sync as they increasingly set their Hunting Cycle to the average time. This would make staying in one location more dangerous for survivors because the longer you sit still the more organized the zombie horde outside would be. And if a horde was still failing and wanted to move a zombie could mutter a target with Death Rattle and the organized feral horde could move around together. I think that's pretty damn cool and as a survivor though it'd make my time harder I'd welcome it. --Jon Pyre 17:22, 23 Jan 2006 (GMT)
  5. Keep After the zombie numbers drop enough or survivors get a couple more science implementations this could help the zombies avoid extinction should that come up again. One question how do you suggest Kevan defines the "area" for the stat gathering process?? I also think this should be implimented along side a survivor radio suggestion like this. I am pro survivors-organizating/zombies-happen-to-work-together-through-instinct. --Matthew Stewart 17:52, 23 Jan 2006 (GMT)
    • re It'd be limited to the specific spot where the player is at the time. --Jon Pyre 17:59, 23 Jan 2006 (GMT)
  6. Kill - The only thing that prevents zombies from wiping out every neighborhood is their disorganization. I don't like the idea of making organization this easy, simply because the game is played while most other players are offline. I think Feeding Groan does a perfectly good job of organizing zombies. Feeding Groan is great--allowing zombies to sense hours in advance when their neighbor is going to start craving brains is not good. Zombies really shouldn't be this organized. (Out-of-game organization is fine, because it requires people to actually put forth some effort, and we all know that only small sections of the playerbase will do so. It's equivalent to zombies diligently checking each and every local building pre-Feeding Groan vs. simply following groans. Too powerful.) Bentley Foss 18:02, 23 Jan 2006 (GMT)
    • Re This wouldn't reduce the effect of distributed defense. Zombie players wouldn't know which buildings to look in. As a matter of fact this could make people hiding in non-obvious targets much safer because the zombies would group together and focus on taking down major targets, leaving pubs, schools, etc. alone. Also, while zombies would get more organized over time survivors could figure out what time the zombie horde would attack: "I got bitten at 3 o'clock GMT!" "Me too!" "Me three!" "They must be diurnal and attack at 3! Make sure to be awake then!" So survivors wouldn't be completely screwed by this. It would make it harder to hold major targets and force survivors to flee to nearby buildings sometimes, but fleeing from zombies that overrun your safehouse is straight to genre. --Jon Pyre 18:12, 23 Jan 2006 (GMT)
  7. Kill - The same reason as Bentley Foss --TheBigT 20:31, 23 Jan 2006 (GMT)
  8. Kill - So survivors wouldn't be completely screwed by this is bad also this would give zombies better planning and communications than survivors--Vista 20:44, 23 Jan 2006 (GMT)
    • Re I like the idea of zombies having effective organization through Feeding Groan and this that is entirely instinctive and does not require talking. I like the idea of zombies operating effectively. It's a good thing if a crowd of 30 zombies could overtake a building of 5 survivors. It's not bad if 50 zombies outside a building of 70 survivors can often break in and kill a few victims before being driven out. And though this would lead to survivor deaths, with Necronet reviving people is more convenient than ever. --Jon Pyre 20:46, 23 Jan 2006 (GMT)
  9. Keep - I like it, sounds like it would make things a little less frustrating for rotters. The only problem is that the current flavor of the constantly shifting, tireless hord is somewhat deminished if they start comeing in waves.--Zeek 20:48, 23 Jan 2006 (GMT)
    • re Actually I think it's more true to genre. When the defenses break usually several zombies spill in through the opening, not just one. --Jon Pyre 20:52, 23 Jan 2006 (GMT)
  10. Kill - This doesn't really make sense to me. Zombies don't organize, they don't THINK, they just look for food. That's what Feeding Groan is. They're not aware enough to sense when other zombies are going to be active, and zombies only form hordes when they're simply all chasing after the same morsel. This skill just seems too powerful, especially if multiplied. --Martin Odum 21:13, 23 Jan 2006 (GMT)
    • Re It's not thinking, it's following the crowd and being without individuality. Makes sense it'd be in the "Memories of Life" skill tree. --Jon Pyre 21:20, 23 Jan 2006 (GMT)
  11. Keep hum not bad--Kcold 22:24, 23 Jan 2006 (GMT)
  12. Kill - I think a general concept of zombie-dom is that Z's are reactive creatures, not planners/organizers. Taking advantage of someone else finding food is one thing -- organizing a concerted assault is something that should be beyond them (or at least not encouraged from a feature PoV). Kramer 00:01, 24 Jan 2006 (GMT)
  13. Kill - Zombies are not organized.--Uncle Willy 00:31, 24 Jan 2006 (GMT)
  14. Kill - I don't really care too much for this, it has the potential to make zombies uberpowerful. It would only be balanced if a similar feature was introduced for survivors. Even then - this would screw over the players that don't have the luxury of choosing the times when are able to play the game (i.e. all the zombies in your suburb are coordinating attacks an hour before you can log on... you are dead every time you log on, and there's not a damn thing you can do about it.). --Blahblahblah 00:40, 24 Jan 2006 (GMT)
    • Re You could find a more secure place to hide. --Jon Pyre 06:38, 24 Jan 2006 (GMT)
      • Re-Re - I hear you :). That is usually what I do when faced with poor odds. I struck all but what I believe are still relevant arguments in my comment. --Blahblahblah 18:41, 24 Jan 2006 (GMT)
  15. Kill - Hord mentality? More like hord telepathy. 'You sense the zombie wants a cookie.' If you're a feral, just go for groans. Velkrin 01:59, 24 Jan 2006 (GMT)
  16. Kill - Zombies are wearing down surivors as it is, I don't think they need much more support. Also they are a horde. Hordes don't think --RAF Private Chineselegolas 04:00, 24 Jan 2006 (GMT)
  17. Kill - I don't hate the idea per see but to be honest it just sounds like a lot of work for players too lazy to follow one of the forums. My feral zombie just keeps a spare eye on the RRF forum if he needs to know where and when to be around... --Zombie 05:03, 24 Jan 2006 (GMT)
    • ReIt's impossible to have a forum thread for every single building under siege in the game. Zombie groups are good at organizing assaults here and there but this would allow ferals to be coordinated as a game mechanic, much in the way Feeding Groan does. It'd take more organization than even groups like the RRF are capable of to cover all 10,000 blocks of the city.--Jon Pyre 06:36, 24 Jan 2006 (GMT)
  18. Keep - this is a great and very imaginative idea which will do exactly as you say - make zombies more fun to play. Meta-gaming is great and everything, but i am all for mechanics in Urban Dead that reduce its necessity. I play zombie and human characters and looking at this suggestion from each perspective i think this is a great idea.--Salicyclic 06:21, 24 Jan 2006 (GMT)
  19. Keep - Metagaming is a necessary evil, and anything (well, ok not anything) that helps avoid it is welcome. --Pinpoint 10:14, 24 Jan 2006 (GMT)
  20. Keep - Not the best idea ever, but it is passable. --McArrowni 18:56, 24 Jan 2006 (GMT)
  21. Kill � No thank you. If you want to organize, take it to a forum like the survivors. Bartle 21:55, 24 Jan 2006 (GMT)
  22. Keep - It could use a bit of refining, but this would give zombies a good way to coordinate without having to metagame. Nightbane 22:21, 24 Jan 2006 (GMT)
  23. Kill - Umm... survivors have to metagame to get this information. So too should zombies. If I suggested an identicle skill for survivors but called it 'Call to Arms' it would be voted off without question. Thumbs down. --Carilgar 16:37, 26 Jan 2006 (GMT)
  24. Kill - We have this. It's called metagaming. --MorthBabid 18:30, 26 Jan 2006 (GMT)
  25. Kill Now what?? please clarify --Broton 21:48, 26 Jan 2006 (GMT)
  26. Kill Huh? So if half the zombies in the area are active in the evenings GMT and half in the evenings EST, would it tell me to log on at some time over the Atlantic ocean, when no one is on? -- C tiger 00:09, 29 Jan 2006 (GMT)
  27. Keep - This is a really weird suggestion, but it's creative and I like it. Monstah 16:37, 31 Jan 2006 (GMT)
    • Final Tally - 12 Keep, 15 Kill, 0 Spam - 18:16, 24 May 2006 (BST)

Coagulated Zombies

7 Spams and 1 Kill. In short, no. --Brizth 13:43, 23 Jan 2006 (GMT)


Calloused Claw

Timestamp: 16:27, 23 Jan 2006 (GMT)
Type: Skill and Ballance
Scope: Zombie
Description: This would be a skill for zombies that would give them an additional 15% chance to knock down barricades. You first must purchase the Rend Flesh skill (so Calloused Claw is a third tier skill.)This skill is a very simple balance change as barricades are too powerful as they stand. While it makes sense that it would be the strongest survivor skill, on average it takes 4 AP of a Zombie to knock down 1 AP worth of barricade. This makes an Extremely Heavily barricade building take approximately 50 AP to knock down to secure doors.

The motivation for this skill is that as it currently stands, a lone zombie has a very difficult time making experience, and must either wait for the stranded survivor or wait until a horde cracks open a building. If this skill was implemented then instead of 50 AP it would take on average 32 AP to knock down the barricades, making it possible for the lone zombie to gain some small experience. Hordes, which already have no problem breaking down barricades, would find this skill of little help as an additional 18 AP for one member is not important. This skill would also address the growing practice of dummy barricades that is taking place in several of the contested suburbs.

P.S. A better name then Calloused Claw would be helpful if anybody has any suggestions.

Votes

  1. Kill Survivors need to be somewhat secure, or nobody would play the game. I don't think its right that one zombie could bust caiger mall on his own and start biting people. Also, you suggest that this is a skill for newbie ferals, and yet its a tier 3 skill. Feeding groan exists for a reason, use that instead of smacking abandoned towers all day. --Zaruthustra 16:36, 23 Jan 2006 (GMT)
  2. Kill - What Zaruthustra said. Feeding Groan is your friend. --Brizth 16:40, 23 Jan 2006 (GMT)
  3. Kill - Multiply that by a million. No barricades would be up for more than five minutes if this thing got implemented. The less AP being spent in knocking down barricades, the more left for zombies to feast. With small groups it wouldn't make a difference, but hordes would be able to crush survivor resistance much quicker. 18 AP is already a good deal for a lone zombie, so in na horde of only 50 zees it would theoretically free up about 900 AP from the zombies to feast (of course, I'm considering that all the zombies have to bash the walls to get in, and that the barricades are always at EHB, the worst case possible). If you want barricades down, join a mob that's already bashing the barricades of a building, or listen to the Groans. Zombies work very well in groups, and that's how they break barricades. (Meaning: I second Zaruthustra) --Omega2 16:45, 23 Jan 2006 (GMT)
  4. Kill - Zombies can take down barricades quite well enough, thanks. Bentley Foss 18:03, 23 Jan 2006 (GMT)
  5. Kill - Have you seen the Mall Tours? Zombies have no trouble breakign down barricades! Just because you can't do it alone.. well.. Zombies aren't MEANT to be solo creatures - their strength lies in their hordes! --Jak Rhee 18:25, 23 Jan 2006 (GMT)
  6. Kill - While I don't like the concept of metagaming, I don't think this is the right solution. Personally, I think the % increase is too high. Hording is good! --Pinpoint 18:57, 23 Jan 2006 (GMT)
  7. Kill - What they ^^^^^^ said. --Blahblahblah 19:11, 23 Jan 2006 (GMT)
  8. Kill -My zombie maxed out because he busted barricades and groaned afterwards. what goes around comes around. making it even more rediculously easy to open up safehouses is unnesserary--Vista 20:38, 23 Jan 2006 (GMT)
  9. Kill - They all said it - zombies vs barricades are OK as they are. --Signal9 21:13, 23 Jan 2006 (GMT)
  10. Kill - Personally i think it should take around 60AP to knock down a full barricade. this way people need to work together. If you think about it, one stranded, half dead zombie, who cant think, shouldnt be able to rip down a barricade which was built by concious and semi-competent people.dont get any ideas though. --Uncle Willy 00:36, 24 Jan 2006 (GMT)
  11. Kill - Zombies are not meant to be a threat on thier own, this change means that the average zombie hoard of 150 - 200 would need only 1-2% of the hoard to be online to break into a mall or other building. We zombies never have a hard time of breaking down barricades in numbers. Sorry it's just a bad idea. -- Zombie 05:08, 24 Jan 2006 (GMT)
  12. Kill - I've been in sieges recently, from both sides. Zombies don't need better odds of barricade destruction, especially with feeding groan available. Besides, I've been told crowbars work wonders. Seem useless to me, though - Skarmory 12:08, 24 Jan 2006 (GMT)
    • Re: sorry for breaking the rules, but I think I should point that out: crowbars are only useful to survivors, not zombies. --Omega2 12:19, 24 Jan 2006 (GMT)
  13. Kill -- You Zed people dont get it, Thats the point of baricades alltogether, to keep lone or small groups out. otherwise its like standing in the open. you worry about lone Zeds, what about lone low level survivors, baracading themselves up to a low level baricade is the only way to defend themsleves, this skill will overpower low level baridades, and will only hurt low level Survivors. Baracades can be brought down by 5 zeds in a pack, in no time. --Kirk Howell 18:05, 24 Jan 2006 (GMT)
  14. Kill - Both my survivor characters died when the zombies failed to bring down the barricades in a timely manner. They had no help from other zombies. -Otona 07:28, 26 Jan 2006 (GMT)
  15. Kill - Zombies strengths rely on numbers. Survivors strenght rely on barricades. This skill nerfs both. --Carilgar 16:59, 26 Jan 2006 (GMT)
    • Final Tally - 0 Keep, 15 Kill, 0 Spam - 18:16, 24 May 2006 (BST)