Suggestions/23rd-Jan-2007
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.
Syringes have experation dates
Timestamp: | EL Zillcho 03:04, 23 January 2007 (UTC) |
Type: | balance change |
Scope: | scientists |
Description: | Theres simply too many humans out there.
My solution (besides eating them) is to make it harder to revive them, so its more realistic.
I understand some survivors that die want to come back but seriously, how many zombie movies have you seen where the humans run around reviving each other?
I think the best way this would work would be like the pistol and shotgun ammunition (i.e. pistol (5)
except the number would lower by one every hour until it has expired (i.e. at 1:30 syringe (30) at 6:30 syringe (25).)
With syringes expiring they would be harder to obtain and scientists wouldn't be able to stock them. |
Keep Votes
- Keep - this is an author vote, there are about 2 humans for every zombie which is redicoulous. if we want this to be a realistic zombie game there needs to be more zombies and less humans. --EL Zillcho 03:09, 23 January 2007 (UTC)
Kill Votes
- Kill An incredibly huge nerf. This would be like suggesting ankle grab go dormant if the zombie hasn't been killed in a few days. No stop-gap measures. Zombies aren't weak because of their abilities but because players are losing interests. Zombies need more fun things. Scientists having less fun does not equal zombies having more fun. --Jon Pyre 03:14, 23 January 2007 (UTC)
- I can barely discern what the hell this means. Perhaps if better english and math were employed, I might have a clue. --Ev933n / Talk 03:20, 23 January 2007 (UTC)
- Kill - your joking, you must be. You know how long it takes to find syringes (or manufacture them), find someone in need of a revive, revive them, then make it back to the safe house before I'm zombie chow? I can hardly do this in 50ap, so i gotta stock up over a few days. Makes mass, planned revivification almost impossible! --Ducis DuxSlothTalk 03:42, 23 January 2007 (UTC)
- OMFG - WTF is with this sudden rush to nerf survivors? The living have the short end of the stick already. Why on earth are people trying to make it harder for them?--J Muller 05:43, 23 January 2007 (UTC)
- Kill - Why do you care that survivors outnumber zombies two to one? How does that affect you as an individual? Most of the people who are currently survivors are so because they like playing as survivors, not because they were combat revived and have no choice. If a survivor does not want to "live" anymore, all he has to do is commit suicide. A nerf to survivors just limits and frustrates people; it adds nothing to the game, and it does nothing to promote playing as a zombie. --Wikidead 07:09, 23 January 2007 (UTC)
- Kill/Spam - just no. --Funt Solo 09:02, 23 January 2007 (UTC)
- Kill - I hear where you're coming from El Zilcho, but this one goes way too far. I think I may give you a keep if they had to be used within a week or so, but you don't seem to specify the time limit, but hint at a day or so -- boxy T L ZS Nuts2U DA 11:30, 23 January 2007 (UTC)
- *COUGH* --Slice 'N' Dicin' Axe Hack 12:34, 23 January 2007 (UTC)
- Mod Note - You may unstrike your vote when you provide a valid reason. --Darth Sensitive W! 21:28, 23 January 2007 (UTC)
- You may unstrike your strike when you explain how a response is a vote. --User:Bassander 01:37 24 January 2007 (UTC)
- Mod Note - You may unstrike your vote when you provide a valid reason. --Darth Sensitive W! 21:28, 23 January 2007 (UTC)
- *COUGH* --Slice 'N' Dicin' Axe Hack 12:34, 23 January 2007 (UTC)
- Kill - Make things more fun, not less fun; it's in the suggestion do's and don'ts. I agree that zombies are underpowered and the ratios are ridiculous, but weakening scientists is not the way to fix it. --Reaper with no name TJ! 15:46, 23 January 2007 (UTC)
- Kill - If you are going to make the game extremely frustrating, then realism isn't worth it.Waluigi Freak 99 22:26, 23 January 2007 (UTC)
- Kill - A, say, one month period for the syringe might work - even, perhaps, with the syringe having a chance to fail after the first week - but this is ridiculous. Sometime it can take me days to find zombies to revive, and I would rather not have to head over to the NT building every day so that, on the off-chance that I happen to want to revive a zombie instead of killing it, I would be able to revive it. --Saluton 03:23, 2 February 2007 (UTC)
- Kill - Humans have it hard enough. --Nosimplehiway 00:18, 3 February 2007 (UTC)
Spam/Dupe Votes
- Spam Balance is achieved by making both sides equally appealing, not by hideousley nerfing one. --Cap'n Silly T/W/P/C 03:02, 23 January 2007 (UTC)
- No - Fix barricades. Not syringes. --Sir Sonny Corleone RRF CRF DORIS Hunt! 03:37, 23 January 2007 (UTC)
- Spamtasticular- Kevan already fixed syringes. We're good in that department.--Grigori 03:39, 23 January 2007 (UTC)
- Cap'n Silly explains it perfectly. Make playnig zombies more enjoyable and interesting again (which isn't necessarily the same as easy), and there'll be more of them. --ExplodingFerret 04:17, 23 January 2007 (UTC)
- As ExplodingFerret. Plus, that would make syringes take three inventory spaces each, due to mechanics. (It's also expiration, just so you know.) -Mark 04:56, 23 January 2007 (UTC)
- Spam - Not only this nerf will be annoying, but when people get accostumed to it the only thing that would change is that they'll distribute their AP in searching and reviving daily instead of weekly. --Matthew Fahrenheit YRC☺T☺+1 06:31, 23 January 2007 (UTC)
- SPAMTASTIC - Dear God! Scientists are rubbish enough as it is without needing to be hideously nerfed. This is as unbalancing as if military survivors could actually shoot straight. --Bloodrip 11:13, 23 January 2007 (UTC)
- WTF HAMSTERS - Were you even thinking when you wrote this? It's harebrained and makes scientists utter crap to play with. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 14:57, 23 January 2007 (UTC)
- Spam This idea isn't really going to address the human/zombie ratio at all. ZombieCrack 15:13, 23 January 2007 (UTC)
- Spam - I don't think that syringes need any modifications and it was quite difficult understanding the comment due to wording. I know that you are new to the wiki and I think it would be best if you read other suggestions and votes to get an accurate grasp of how suggestions work before you post another. I hope I don't sound condescending, I just want you to feel insulted from the kill and spam votes. -- 16:20, 23 January 2007 (UTC)
- Spam - This is too huge of a survivor nerf, making it too hard to revive someone. Besides, if syringes like this were implemented, they would take up 3 inventory spaces each. --GhostStalker 02:07, 24 January 2007 (UTC)
- Strong kill -The percentages are because people want to play as survivors because they want to live. It's an out-of-game reason. forcing people to play as survivors may be the only way, but this would make syringes take up 3 slots each and get rid of my first syringe which has sentimental value. --AlexanderRM 7:56 PM, 24 January 2007 (EST)
- Spam - Not only a bad idea, but it would be insane to implement, server-wise. The server would have to detect the exact time every syringe was created, and decrement its timer constantly. Let's not nerf the server while trying to nerf survivors. Dst3313 02:46, 7 February 2007 (UTC)
The Help Book(Edit)
Timestamp: | Slice 'N' Dicin' Axe Hack 12:44, 23 January 2007 (UTC) |
Type: | A book of tips |
Scope: | Everyone |
Description: | Books are useless as of now. Their only purpose is to give survivors free XP at a rather weak percentage. If newspapers give tips, why shouldn't books? After all, they are for learning, aren't they?. These books I am suggesting should be called "Military Field Manual." They will be found in Libraries, non-resource buildings, Mall bookstores, and schools. These "Military Field Manuals" provide a different tip for newbies every time they click on it. They will still have the weak XP gain, but the tips will be shown 100% of the time. These books will show both survivors and zombie tips. Why also zombie tips? If they show zombie tips as well, newbies will have some understanding with what to do if they die. Everyone will be able to read this book, no matter what level they are. |
Keep Votes
- Again, do you think I'll spam or kill my own suggestion? --Slice 'N' Dicin' Axe Hack 12:44, 23 January 2007 (UTC)
- Keep voted for it before, vote for it again -- boxy T L ZS Nuts2U DA 13:38, 23 January 2007 (UTC)
- Keep - I assumed it would get into Peer Reviewed despite my nit-picking, but since you've gone to the effort - here's my Keep vote. --Funt Solo 14:14, 23 January 2007 (UTC)
- Well...many people were voting keep but asking me to add in your ideas in your kill vote. --Slice 'N' Dicin' Axe Hack 14:20, 23 January 2007 (UTC)
- Keep - Good job. --Reaper with no name TJ! 15:47, 23 January 2007 (UTC)
- --ExplodingFerret 15:53, 23 January 2007 (UTC)
- providing a reason for a keep vote is and always was rediculous... good newb helper. --Ev933n / Talk 16:14, 23 January 2007 (UTC)
- Keep - Sounds fine to me. -- 16:33, 23 January 2007 (UTC)
- Keep - Sounds good as long as these new manuals are mixed in with regular XP gain books. --SporeSore 16:52, 23 January 2007 (UTC)
- They are. --Slice 'N' Dicin' Axe Hack 18:14, 23 January 2007 (UTC)
- Keep - Good the first time, even better the second. --Toejam 18:37, 23 January 2007 (UTC)
- Keep - Liked it the first time, like it even better now. - BzAli 19:03, 23 January 2007 (UTC)
- Keep - So nice, you suggested it twice.--Canuhearmenow Hunt! 20:35, 23 January 2007 (UTC)
- Hey, that rhymes. --Slice 'N' Dicin' Axe Hack 20:43, 23 January 2007 (UTC)
- Keep - For sure. I was for the first one, but this second revision is even better! --Ducis DuxSlothTalk 23:09, 23 January 2007 (UTC)
- Keep - Sure! Do you have any examples of tips for newbies? --Wikidead 00:20, 24 January 2007 (UTC)
- How about this....if this makes PR, which by the looks of it might....I'll make a page with a bunch of tips that would be in the book. That sounds fair enough for you? --Slice 'N' Dicin' Axe Hack 15:15, 24 January 2007 (UTC)
- I STILL think we should give the recent change more time (Newspaper do the same thing), but what the hell.--Pesatyel 02:15, 24 January 2007 (UTC)
- Keep -I thought of something witty to say, but forgot it. Damn. --Cap'n Silly T/W/P/C 02:42, 24 January 2007 (UTC)
- Keep - Helps noobs and would be fun to read higher levels --Mosqu GCM GRR! 18:25, 24 January 2007 (UTC)
- Keep - Give it to all accounts below a certain age, and this will make the game a lot easier to understand for many people. --Saluton 03:24, 2 February 2007 (UTC)
- Keep - Help is good. --Nosimplehiway 00:19, 3 February 2007 (UTC)
- Keep - AWSOME!!!!!!!!!!!!!!! -Downinflames 05:35, 4 February 2007 (UTC)
- Keep - Good idea to help newbs out. Now see if you can figure out an equivalent for newbie Zeds... Dst3313 02:46, 7 February 2007 (UTC)
Kill Votes
Spam/Dupe Votes
Spam - mate, did you just make me vote again on a worthy, but insignificant, suggestion because you resubmitted it with only the title of the book changed? Please tell me there is some other significant change I missed, and I'll change my vote -- boxy T L ZS Nuts2U DA 13:28, 23 January 2007 (UTC)
- (Sighs) Other changes which you obviously missed are, the XP gain is there and there is no level limit to when you can access these tips. If you didn't understand that...I added the stuff Funt said I should add. --Slice 'N' Dicin' Axe Hack 13:32, 23 January 2007 (UTC)
BB RIFLE
Timestamp: | Jakey07 17:19, 23 January 2007 (UTC) |
Type: | weapon and skill |
Scope: | survivors |
Description: | WEAPON =BB GUN: this shall be a new weapon for all human players. It is the BB (blunt bullet) rifle or BB gun for short. It can be found gun store in malls, police stations and warehouses. The ammo can be found in the same locations in groups of one. It has a clip size of two. It has a base hit percentage of 20%. It has a damage of 6 reduced by 2 with a flak jacket (I have rounded the fraction up as it fires a blunt bullet).
SKILL: RIFLE TRAING
This is a complementary attachment to the BB rifle. It is a skill which follows the same pattern as the other firearm skills. It requires basic firearms training. It is basic rifle training which gives the player an additional 25% to hit when using a BB rifle. This in turn can be upgraded with advanced rifle training which gives the player +10% to hit with a BB rifle. You need to have basic firearms training AND basis rifle training to achieve this skill as with all other firearms.
N.B I have left it as rifle training so it may be extended to other weapons if it is implemented. Or it could simply use the shotgun skill tree. |
Keep Votes
For Votes here
Kill Votes
- Incomplete --Funt Solo 17:53, 23 January 2007 (UTC) In honour of SporeSore, this has given me an idea for a Potato Gun suggestion. Which I'll get right on, as soon as I've put the finishing touches to my Pea Shooter and Elastic Band of Doom. --Funt Solo 18:34, 23 January 2007 (UTC)
- As above. --Slice 'N' Dicin' Axe Hack 18:15, 23 January 2007 (UTC)
- Incomplete/Strong Revise - I almost voted Spam when the damage came up. The pistol, approximately a .45 caliber, 120 grain bullet, traveling at 1200 FPS, does 5 damage. A metal BB, at .177 caliber, weighing about .4 grams, and traveling at 600 FPS does 6 damage. What's wrong, here? -Mark 18:17, 23 January 2007 (UTC)
- Kill - It's not different enough from the existing weapons. --Toejam 18:44, 23 January 2007 (UTC)
- Incomplete. --Ev933n / Talk 19:03, 23 January 2007 (UTC)
- Kill - There is no way a BB gun could do more damage than a real pistol. --Reaper with no name TJ! 19:30, 23 January 2007 (UTC)
- Kill - Leave the rifles alone. We have the firearms we need. - BzAli 19:34, 23 January 2007 (UTC)
- Kill - I don't think that a BB gun should do more damage than the pistol, it doesn't seem to fit well. By the way, where are all the mods? Did they take the day off? -- 21:28, 23 January 2007 (UTC)
- Kill - No, and take a look at the suggestion talk page - there is a very good rifle suggestion being cooked up there. Much better than this half-baked idea. --Ducis DuxSlothTalk 23:10, 23 January 2007 (UTC)
- Kill - No new guns... Never... --Wikidead 00:14, 24 January 2007 (UTC)
- Kill - I agree with those who say that a BB shouldnt do more damage than a .45 Pistol round. --GhostStalker 02:37, 24 January 2007 (UTC)
- Kill The issue of BBs being weaker aside, assuming zombies wear flak jackets how would this be better than a pistol gamewise?
- Unsigned vote struck. You can remove the tags if you sign your vote. --GhostStalker 05:01, 25 January 2007 (UTC)
- Kill The issue of BBs being weaker aside, assuming zombies wear flak jackets how would this be better than a pistol gamewise?
- Kill -uh... why does a bb gun do more damage than a pistol? good idea but make it 4 damage instead of 6 unaffected by flak jacket. STOP POSTING GUNS THAT DO MORE THAN 5 DAMAGE BUT ARE NOT A MULTIPLE OF 5 PEOPLE! --AlexanderRM 8:02 PM, 24 January 2007 (EST)
- Kill - It shouldnt be more than 4 Hp since a real bullet takes 5 hp. id say 3 hp. -Downinflames 05:38, 4 February 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
- OMGFLYINGMOOSE Since when have small steel pellets done more damage than a pistol? Slayerofmuffins 17:39, 23 January 2007 (UTC)
- Spam - And to think I was considering submitting something like this as a humourous suggestion with a BB having a 5% chance of hitting for 1 damage, but a 20% chance of shooting your friend in the eye, accidentally blinding him!--SporeSore 18:13, 23 January 2007 (UTC)
- Spam - The flavor and the mechanics don't fit together at all with the BB gun being more powerful than a real pistol. --Matthew Fahrenheit YRC☺T☺+1 18:57, 23 January 2007 (UTC)
- No - Christ, you can't kill a cat with a BB gun. (BTW, BB doesn't stand for blunt bullet, it's a carry-over from a similar size of birdshot.) Zoift 21:43, 23 January 2007 (UTC)
- You'll shoot your eye out - This is a *BB* gun. Maybe if they were zombie BIRDS or SQUIRRELS or something. This is just ridiculous. Not mention incomplete, not that givin search % would make it less spam.--Pesatyel 02:18, 24 January 2007 (UTC)
- This is stupid BB Gun>Pistol. Of course. Just like IRL. ¬_¬ --Ashadoa 11:24, 24 January 2007 (UTC)
- Banana Pie You couldn't kill a piece of cheese with a BB gun, and it's more powerful than a revolver? --Cap'n Silly T/W/P/C 14:06, 24 January 2007 (UTC)
- Spam Don't bring a BB gun to a knife fight. Dst3313 02:46, 7 February 2007 (UTC)
Barricade Change
Timestamp: | ZombieCrack 18:01, 23 January 2007 (UTC) |
Type: | Balance Change. |
Scope: | Barricades. |
Description: | I suggest a change in the RNG (Random Number Generator) for barricade attacks by zombies. The change I'm suggesting would affect barricades from Loosely to Very Strong + 2. Heavy to Extremely Heavy would remain unchanged. I suggest that the weaker the barricade level the greater the chance for successful attack. Meaning that if a zombie brings the barricades from Very Strong to Quite Strong they would be rewarded with a slightly increased chance of success if they keep bashing, and so on down to Loosely barricaded. Individual barricade levels (VS, VS+1, etc.) would be the same. This would result on a reduction of overall barricade strength which I think is necessary to make zombie characters more appealing to play. Survivors have a near 100% success rate barricading from open to VS+2, I thinks its only fair to give zombies a better chance of bashing them down. I'll leave it to Kevan to decide what those increases should be, if this suggestion is carried out. |
Keep Votes
- Keep - Well, we definitely need a boost to our hit rate. And I mean, screw the newbies and their 'dying because they don't have free runnings', if the Barricades don't get a small nerf soon, the ZOMBIES will leave. If the newbies die because they found a loosely barricaded buildings, they'll learn to find a greener suburb, and to get Free-Runnings ASAP. --Heiki 20:45, 23 January 2007 (UTC)
- Keep - It's a start. --Sir Sonny Corleone RRF CRF DORIS Hunt! 22:10, 23 January 2007 (UTC)
- Author Keep - You have to try and look at things from a new zombies stand point as well. New zombies, especially in a unfriendly burb can wail on VS+2 cades till their AP runs out and get nothing but a headshot for their toils (15AP to stand up for new zombies) Thats enough to make zeds quit, which as we can see, they are. ZombieCrack 00:29, 24 January 2007 (UTC)
- Keep - esp if you're a lone zombie, but that'd be pretty complicated, so I'll keep this one -- boxy T L ZS Nuts2U DA 00:39, 24 January 2007 (UTC)
- Keep - I've been thinking the same thing; 'cades are just too damn hard to break down - it's more fun to play as a zombie when you can actually eat some survivors and not just chew on their furniture. MordredMalTel 04:18, 24 January 2007 (UTC)
- Keep - It's more important to help out the zombies than it is to help out the newbies. If a survivor barricades at the same time as 3 zombies are attacking it and the cades are almost down, the zombies will probably never be able to get in. That is ridiculous on so many levels. This nicely balances out the survivor edge of increased barricade odds at lower barricade levels. --Reaper with no name TJ! 19:59, 29 January 2007 (UTC)
- Keep - Weaker barricades are easier to damage, so this makes sense (and damaging might be replaced with pulling chairs and tables out of the barricades). --Saluton 03:27, 2 February 2007 (UTC)
- Keep - good idea -Downinflames 05:39, 4 February 2007 (UTC)
Kill Votes
- Kill - Something should be done to stop zombies from wasting all their AP, but this isn't it. All this would do is further encourage the (over)use of EHB's, because VSB's would not offer as good protection as they currently do. (And in fact, zombies CAN deal with VSB's right now, so we should not make VSB weaker.) --Swiers X:00 18:17, 23 January 2007 (UTC)
- Exactly. -Mark 18:18, 23 January 2007 (UTC) Plus, "leaving it to Kevan" is against the suggestion rules. You're supposed to set a concrete idea, and send that through. -Mark 18:24, 23 January 2007 (UTC)
- Don't fuck with the barricades. --Ev933n / Talk 18:23, 23 January 2007 (UTC)
- *Gentle cough* --Slice 'N' Dicin' Axe Hack 18:30, 23 January 2007 (UTC)
- Mod Note - You may unstrike your vote when you provide a valid reason. --Darth Sensitive W! 21:26, 23 January 2007 (UTC)
- Unstrike your strike when you explain why a response is a vote. It might not be a particularly meaningful one, but it shouldn't be struck as a bad "vote". --User:Bassander 01:45, 24 January 2007 (UTC)
- Mod Note - You may unstrike your vote when you provide a valid reason. --Darth Sensitive W! 21:26, 23 January 2007 (UTC)
- *Gentle cough* --Slice 'N' Dicin' Axe Hack 18:30, 23 January 2007 (UTC)
- I note that you haven't suggested the same dynamic in the other direction - that barricades above heavy should be harder to destroy. This would hurt newbs the most - as they're the most likely to be hiding behind VS or less 'cades. --Funt Solo 18:32, 23 January 2007 (UTC)
- Kill - New players do not have freerunning. -> new players hide behind VSB or below 'cades. ->new players get killed a lot with this suggestion. ->New players get frustrated and leave. - BzAli 19:36, 23 January 2007 (UTC)
- Kill - I agree with you on the point that zombies need to have more success with barricades, but I don't think that this is the way to go. -- 21:31, 23 January 2007 (UTC)
- Kill - No way. Survivors do have it easier than zombies, but this is an incredibly huge nerf to newbies just starting out. --Ducis DuxSlothTalk 23:31, 23 January 2007 (UTC)
- Kill - Zombies are horde creatures. An organized group of zombies can easily kill every survivor in a building, and there is no need to make that any easier than it is now. --Wikidead 00:11, 24 January 2007 (UTC)
- Kill - Yet another overpowered zombie buff to vote kill on. --Cap'n Silly T/W/P/C 01:29, 24 January 2007 (UTC)
- AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!! - *screams until he is out of breath* SURVIVORS...HAVE...IT...HARDER...ALREADY!!!!--J Muller 01:45, 24 January 2007 (UTC)
- Discourages enterable buildings, hurts newbs especially. --ExplodingFerret 03:15, 24 January 2007 (UTC)
- Kill Don't make it harder on newbies. Barricades are really fine as is. --Jon Pyre 03:18, 24 January 2007 (UTC)
- Kill -I died my first day in the game and I was a survivor. In fact, I was staying insdie a VS building. anyway, the game is supposed to be unbalanced towards solo zombies. it makes up for the massive game imbalance in the big picture. --AlexanderRM 8:10 PM, 24 January 2007 (EST)
- Kill - Weakening others is not the same as strengthening yourself. --Nosimplehiway 00:22, 3 February 2007 (UTC)
- Kill - Yes, let's make sure that all newbs are zeds within 24 hours. Remember that before a survivor gets free running, he's a free meal for a Zed as is, unable to enter any building higher than VSB+2. Making that level of barricade even more worthless isn't smart.Dst3313 02:46, 7 February 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here