Suggestions/26th-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.
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Scent Death Improvement: Pop and Concentration
Timestamp: | Jon Pyre 02:32, 26 January 2007 (UTC) |
Type: | Improvement |
Scope: | Zombies |
Description: | Survivors can check how many zombies are in the area with Necronet. Zombies can't tell quite as easily. I suggest giving scent death an additional features.
First give the total number of zombies in the 10 x 10 square area centered on the zombie's position. This tally would include both standing zombies and dead bodies (not revivifying) and would not distinguish between those indoors or outdoors. "There are 1,257 zombies within range of your senses". Secondly give what number of them are in the three most heavily populated squares in the 10 x10 area (again including both those indoors and outdoors). "423 are in one square, 127 in another, 56 in another". Note: This would not tell you where these three squares are. This wouldn't make the zombie more powerful or help them coordinate any better, but it'd give them an idea of what's going on the area and whether it's the kind of fight they like. This shouldn't help survivors much as they can already scout with Necronet and binoculars, although it'd probably be appreciated by the people maintaining the suburb threat page here on the wiki. |
Keep Votes
- Keep Not a boost per se, but just something zombies would like to know. --Jon Pyre 02:32, 26 January 2007 (UTC)
- Keep --Aeneid 05:50, 26 January 2007 (UTC)
- Keep - Make this a new skill, and change it so that it doesn't give exact numbers. --Wikidead 06:22, 26 January 2007 (UTC)
- Keep - Balanced, and something new for zombies. --Etherdrifter 18:24, 26 January 2007 (UTC)
Kill Votes
- Kill - your comparison with NecroNet is a flawed one. You've neglected to include the fact that survivors only get to see zombies on the scan if they've been DNA extracted. That costs a lot of collective AP to do. And yet you're suggesting giving zombies a similar power essentially for free. Therefore, this is overpowered. --Funt Solo 08:31, 26 January 2007 (UTC)
- Kill - Too much. Just have it add a rough estimate of how many zombies are in the 9X9 area around you. (none, few, lots, squillions) --Gene Splicer 08:56, 26 January 2007 (UTC)
- Weak Kill - There's too much information being given in this. Change it so it's not so precise and I'll vote for it. --c138 RR - PKer 10:33, 26 January 2007 (UTC)
- kill - I like the general idea, but let give out the same information it does now, with an extra bit giving a general indication of zombie population inthe area. The Mad Axeman 10:35, 26 January 2007 (UTC)
- As Funt. --Slice 'N' Dicin' Axe Hack 12:48, 26 January 2007 (UTC)
- Kill - Because of the precision. (Really pedantic nitpick: The zombie can't be at the centre of a 10*10 area, since the centre lies between 4 blocks. If you want a zombie to be in the centre of a square, you have to use odd numbers for the length of the sides of the square.) --Toejam 14:58, 26 January 2007 (UTC)
- Re Good point. A 9x9 area it will be. --Jon Pyre 15:16, 26 January 2007 (UTC)
- Kill - It is a good suggestion, but I think that too much information is given to the player. If it were just the total number of zombies outside in a 9x9 square, it would be perfect. -- 19:29, 26 January 2007 (UTC)
- Kill - Good idea, but too accurate. Remember, you're an undead person and half your brain is missing. Make it more like, "You recognize the scent of the survivor 1 north, and there is a large cluster of zombies in your area." --Rocker820 02:02, 27 January 2007 (UTC)
- Kill, and change - yes, a 9x9 area, and give the usual information but with an "approximate estimate" of the zombies/bodies in the areas. --AlexanderRM 9:31 PM, 26 January 2007 (EST)
- I agree that the accuracy of the information should be reduced somewhat, but otherwise I think it's a good idea. --ExplodingFerret 21:31, 28 January 2007 (UTC)
- Kill - I like the idea, but zombie senses aren't THAT keen. Decrease the range/accuracy. I'm also a little worried that this would be a little hard to implement, but that's irrelevant. --Reaper with no name TJ! 20:16, 29 January 2007 (UTC)
- Kill - i play zombie alot and knowing numbers as zombie means nothing really there could be 10,000 zombies but it might be easyer to get a meal where there 5 zombies that might be just me though. --Mazu 02:37, 10 February 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
Antiviral vaccine
Suggestion removed by author. An updated version is posted on January 30th. --JohnRubin 15:37, 30 January 2007 (UTC)
Axle
Timestamp: | Toejam 16:22, 26 January 2007 (UTC) |
Type: | New weapon. |
Scope: | For survivors. |
Description: | Overview
Introduce a new item - the car axle. It's a melee weapon which can deal large damage without searching for ammo. The catch: if you're carrying one, you can't free run. Details Car Axles are found in Auto repair shops at 10%. Bodybuilding is required to be able to use them. If you don't have have Bodybuilding, and you find one, you get the message "You find an axle, but it's too heavy to be of use. You leave it here." The weapon does 8 damage at 15% base accuracy. Hand-to-hand combat, as usual, increases this by 15% giving a maximum accuracy of 30%. Flak jackets do nothing against a blow from an axle, since they were designed to protect people from bullets, not crushing damage. Freerunning becomes impossible when you carry an axle because of its weight and awkward shape. If you drop the axle, you can free run again. A zombie can use the weapon, but the accuracy drops to 5%, even if the zombie has hand to hand combat. Why do this?
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Keep Votes
- Author Keep - I've tried to go for something very different from the other weapons and yet at the same time not be too powerful or too weak. The extra damage per AP of the axle (2.4 when maxed) compared to the guns (somewhere above 1.7 when maxed) is countered by the fact that its going to be harder to a)get into a mall and b)sleep in a EHB building. If you don't like this suggestion, please do give a reason. --Toejam 16:22, 26 January 2007 (UTC)
- Surprised Keep At first I was "A weapon almost as powerful as the shotgun! Absurb!" but after reading it I'm sold. Very interesting idea...and Slice, while I probably wouldn't choose this it isn't a nerf if the player can decide to accept it or not. Here's an idea though, make it a Sledgehammer instead of a random car part. That also makes sense, a well aimed sledgehammer can probably harm someone almost as much as a shotgun blast. Also make them very rare to find so you can't find one easily and discard it to free run. --Jon Pyre 17:07, 26 January 2007 (UTC)
- Keep As above, im intruiged... --Karloth Vois RR 17:52, 26 January 2007 (UTC)
- Keep The game needs a breath of life and this seems to be an acceptable solution--Etherdrifter 18:11, 26 January 2007 (UTC)
- Keep - The pros and cons of the weapon are balanced quite nicely. -- 19:34, 26 January 2007 (UTC)
- Keep As Jon said, make it a sledge hammer, any auto supply shop will have one. 2 comments; 1. On the entry points - not very realistic since entry points very often get caded over what they should be. On the incomplete vote; if you haven't already made the comparisons (i.e. did the research) why would you vote then?--John Blast 19:36, 26 January 2007 (UTC)
- Keep I like the variety of it. Encouraging Very Strong is a good idea. I would discourage zombie use though. --GoNINzo 19:49, 26 January 2007 (UTC)
- Keep - Someone's finally thought of something that makes a weapon different enough to be useful without truly nerfing the old three. That doesn't happen often. Kudos.--'STER-Talk-ModP! 01:17, 27 January 2007 (UTC)
- Keep - As above. And Ray Vern, Zombies can use ALL blunt weapons at present(pipe, bat, crowbar etc) --Gene Splicer 01:51, 27 January 2007 (UTC)
- Keep - As Jon Pyre said, this is great but I'd like it better as a sledge hammer. If you do change this to a sledge, it would also be good for taking down barricades (like the crowbar and fire axe). --Uncle Bill 04:15, 27 January 2007 (UTC)
- Keep - not a bad idea. -Bullgod 22:31, 27 January 2007 (UTC)
- Keep - Yay. AutoRepairs and Carparks, I suppose? ... --ρsych°LychεεELT 06:49, 31 January 2007 (UTC)
Kill Votes
- Survivor nerf. It will put most of the buildings at VSB giving zeds less work when it comes to taking down the cades. Newbies already have VSB buildings they can enter. They're called entry points. --Slice 'N' Dicin' Axe Hack 16:32, 26 January 2007 (UTC)
- incomplete - I can't make a further decision without a comparison against existing weapons. --Funt Solo 17:57, 26 January 2007 (UTC)
- MBR (ie damage per AP including searching) is pretty useful, though it's an underestimate of how powerful guns are because it was made before generators increased search odds and it assumes that if you're looking for ammo for one sort of gun, you throw away all the ammo you find for the other sort. --Toejam 18:16, 26 January 2007 (UTC)
- Kill/change - I like the idea, but I wouldn't allow zombies to use it. Why this weapon and not other melee weapons? (Will this open the door for other melee weapons to be made useable by zombies). Also - switch to Sledge hammer, as suggested by JP above - it sounds/fits better....Dump the zombie use and change the name and I'm a keeper. –Ray Vern phz •T 19:40, 26 January 2007 (UTC)
- Kill - And how will this be a positive for the game? --Wikidead 00:22, 27 January 2007 (UTC)
- It is found way too easily. I mean is that 10% BEFORE the generator bonus? Nerfing Free Running is...interesting, but I don't think it works all that well as a penalty. I don't really think the game needs ANOTHER blunt weapon UNTIL the others are "improved" either (this idea could just as easily apply to the pipe since pipes come in different sizes). Also if it is THAT big, shouldn't it be like a 2 or 3 space item? Flak Jackets WOULD affect this because they are DESIGNED to as a balance factor.--Pesatyel 03:31, 27 January 2007 (UTC)
- Very interesting, but kill-Survivors can carry 20 shotguns and/or 50 generators without losing the ability to free-run. Why would this stop them? --Reaper with no name TJ! 20:22, 29 January 2007 (UTC)
Spam/Dupe Votes
- Spam - Lame "flavor" justification; you can free run with a generator (or multiples thereof), which weighs more and is bulkier. And there's no real reason any melee weapon would do much more damage than an ax (especially not a sledgehammer; thier weight is about the same, the ax is sharp, do the math)- light weapons just swing faster, which gives them about the same KE. Lame effect- survivors don't need nastier weapons, because killing zombies is only a tertiary need for their survival, and they DO need to use barricades to survive- killing zombies won't do it. The only people I see this helping is PKers; it has an absurdly very high AP/damage efficiency compared existing weapons, especially against people in flak jackets- which is more often survivors than zombies. The "no free run" effect would hardly matter to PKers, as they would just carry crow-bars and / or get a team-mate (or abuse alts) to scout and de-barricade targets for them. --Swiers X:00 20:05, 26 January 2007 (UTC)
Chainsaw
This suggestion was found to be a dupe of this peer reviewed suggestion.--Gage 20:04, 27 January 2007 (UTC)