Suggestions/27th-Jan-2007

From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Help the new zombies!

Timestamp: --Lachryma 00:28, 27 January 2007 (UTC)
Type: Skill change
Scope: New zombies
Description: I have started a new zombie character recently, and the entire experience was very frustrating. I could only attack certain buildings (those without doors), I spent most of my AP on barricade smashing, so I had almost no XP...and then I got headshot. Every day. This meant I had a max of 35 AP to spend, not counting the 2 AP I used to go to the next junkyard or church.

My experience illuminates one of the reasons why the survivor to zombie ratio is so unbalanced: New zombies quit in disgust.

Therefore, I suggest that Corpse class players can get the Lurching Gait skill and Ankle Grab for 50 XP each.

This make new zombie players have a lot more fun, as they would be able to get these valuable, AP saving skills early on. This will allow them to get more XP faster, grab more skills, and generally have more fun. In addition to helping new zombies, this would help even things out, as currently there are roughly the same number of Zombie Hunter (survivors with Headshot) as zombies.

This might help zergers and the such, but I feel that it is worth it to bring more fun to UD. And zergers will zerg.

Keep Votes

  1. Author Keep - I wish these skills were cheaper when I started playing a zombie.--Lachryma 00:28, 27 January 2007 (UTC)
  2. Keep - It does suck to be a newbie zombie. --Deras 01:07, 27 January 2007 (UTC)
  3. Keep - 'STER-Talk-ModP! 01:23, 27 January 2007 (UTC)
  4. Keep - Zergers will zerg, even the zerg zerg zerglings for a zergling rush. Damn those zergers who zerg zerglings for a zergling rush, why can't you play Terran?! --Cap'n Silly T/W/P/CAussieflag.JPG 02:16, 27 January 2007 (UTC)
  5. Keep - well same thing is happening to my zombie, one just pray to find a survivor that has run out of AP out in the streets. and atacking zombies is not fun-- Che -T GC X 02:32, 27 January 2007 (UTC)
  6. Keep - For sure! I hated being a new zombie. And what is with all of the moping about zeds having it not at all tough? Quite the opposite people! Wonder why the ratio is 2 zed / 3 survivor? This is a zombie apocalypse game, should be the other way around!--Ducis DuxSlothTalk 07:36, 27 January 2007 (UTC)
  7. I fundamentally agree with your arguments. I also can read the rules for voting. Based solely on this suggestion, Keep. Tee hee. -0-Ev933n / Talk 21:17, 27 January 2007 (UTC)
  8. It does seem that new zombies are more prone to leave the game early than new survivors (<minirant>'oh, but my zombie character just did X' and 'well, my survivor did y and that sucked' are DUMB vote reasons, by the way, as is comparing it to unrelated suggestions that try to achieve the same goals -- why not let Kevan decide between the reasonable and useful alternatives, and judge it on its own merits?</minirant>). This is one reasonable way to do it, although perhaps change it a little as SporeSpore said. The reasoning and direction of the suggestion is sound, though, which is why I'm voting Keep. --ExplodingFerret 22:00, 28 January 2007 (UTC)
  9. Keep - Anything to help newbie zombies. They're underpowered at low levels AND at high levels. All it takes for one survivor to nerf zombies of all levels is construction. --Reaper with no name TJ! 20:25, 29 January 2007 (UTC)
  10. Keep - We're running a bit low on zombies, and that causes a huge increase in PK'ers.. just cuz of boredom. But seriously, Lurching Gait for 50 XP for corpse class, yes! Ankle Grab, yes... excellent, excellent idea. MrAushvitz Canadianflag-sm.jpg 03:16, 31 January 2007 (UTC)
  11. Keep - Makes sense, keep! -Downinflames 05:55, 4 February 2007 (UTC)
  12. Keep - Totally, it sucks to start out as a zombie, at least for survivors you can gain steady EXP by smashing things with an axe. - Nibiletz 01:02, 8 February 2007 (UTC)
  13. Keep - Starting as a Zombie Blows, but bring it to 75XP. --DinkyDao 23:26, 10 February 2007 (UTC)

Kill Votes

  1. Kill - Couldn't they simply take out a few other zombies instead? You could harvest the xp from them until your capable of taking on survivors. Thats what i did on my zombie account and now he is quite happily trying to bash down caiger >.<; --Brendoshi 00:40, 27 January 2007 (UTC)
    Re - Of course, but many new zombies are not aware of Zking. Also, it feels 'wrong' and can be very boring just hitting your fellow zombies. There's no danger, no sense of accomplishment, and the XP gain is rather slow. If new players can get quick satisfaction and actually get to eat some brains while playing a zombie, maybe they'll stick around and enjoy UD longer.--Lachryma 00:54, 27 January 2007 (UTC)
  2. Kill - change to 75XP andnot 5 I will change my vote. 75XP is how much other classes pay for in-class skills. Being a zombie does really suck a lot of the time and there is a lot of inertia against any changes to rectify this. You will see what I mean in a day or so after the fascist pro-surviors also vote kill, but for really crappy reasons. Imagine suggesting that new survivors PK to make it through their first couple levels. What a steaming heap... --SporeSore 01:13, 27 January 2007 (UTC)
    Re - I picked 50 XP merely to half the time for new players to get these skills, but 75 is fine since it matches the survivor class skills. If this gets killed on that basis, then I will resubmit this tomorrow with the 75 XP change.--Lachryma 01:19, 27 January 2007 (UTC)
  3. Kill - As SporeSore. --Hubrid Nox Mod WTF U! B! 02:45, 27 January 2007 (UTC)
  4. No, the pro-survivors are already here! -And so are the people who just got ankle grab as their 3rd skill five minuts ago! and the tiny minority of people who actually realise that the first few level s are supposed to be unbalanced towards zombies to make up for the gross imbalance later on. I died on my first day and it took me two weeks to reach level two. what class was I? you think I was a corpse? No! I was a private, one of the best classes in the game. I have now realised that the reason it took me so long to get to level two (besides the time it took to get revived) was because I did it wrong: instead of finding more ammo for my pistol, I grabed a knife from a junkyard. Beginner zombies are like privates who use mele weapons: their doing it wrong. JOIN A GROUP, PEOPLE! ZOMBIES ARE HORDE CREATURES! wow, that was long... and don't forget my second point: don't make something easier, or you'll have people who did it 5 seconds before it was implemented. don't make it harder, or you'll have people who did it 5 secons afterwards. --AlexanderRM 10:29 PM, 26 January 2007 (EST)
    Re - Well...it took you 2 weeks to get to level two? How many people will be that dedicated to a game? Just because you, in essence, forced yourself to play (because you knew it would be more fun later on) does not mean others will keep playing when it's not worth the time. And how is there a 'gross imbalance later on'? Finally, there have been many skill changes in the past, and the people buying things '5 seconds' before and after did not complain. This change is aimed at new Corpse class players. Therefore, survivor class players, higher level zombies, and anyone not new will not be affected by this, so your argument of 'don't make things harder or easier for current players' does not make sense.--Lachryma 03:48, 27 January 2007 (UTC)
    Re -The point is not that I was dedicated. The point was that I had it hard too, and I was not a zombie. and zombies need those lower levels to filter out the quitters in their ranks: if almost all zombies had not gone through the filtering process, they would rarely win a battle. as it is, a single resnably-dedicated zombie can fight 50 survivors to a standstill (the "gross imbalance later on")-but it needs to resnably dedicated. If newbie zeds had it easy, democratic zombie groups wouldn't stand a chance. finnally, "anyone not new would not be affected by this" is just the problem. Yes, new skills have been added and old ones changed, and skill purchase itself actually wasn't implemented for a week, but skill costs have never been changed-the only change that didn't affect old players was the corpse class addition. if everyone who had lg and/or ag when this was implemented got 50xp each, that would be okay, but as it is... meh. I personally have both and would be VERY mad if it turned out I wasted 100xp buying them. --AlexanderRM 5:#7 PM, 27 January 2007 (EST)
  5. Overpowered. I think this and this are better. Why not just suggest getting rid of the the 10 AP stand up and the 2 AP move? They are there for a reason. All this would do would hurt newbie survivors turned zombies who already get the shit end of the stick. Why do you think most of them turn Mrh?-Cow?--Pesatyel 03:38, 27 January 2007 (UTC)
    Re - I have no problem with the 10 AP stand cost and the 2 AP move cost. What I do have a problem with is the widespread headshot, which means a near constant 15 AP stand cost. Also, newbie suvivors turn into Mrh?-Cows because they want to play as a survivor. That's fine, but newbie zombies just leave the game. What's the point of being so restrained in your play because most other players are high level?--Lachryma 03:48, 27 January 2007 (UTC)
    This STILL hurts "converts" more. Not all newbie survivors turn Mrh?-cow because they only want to play survivor. They also do it because a convert sucks WORSE than a 1st level zombie. They can't do shit (even a 20th level survivor who dies the first time is WORSE than a 1st level zombie!). What the hell fun is THAT? If your suggestion doesn't include them it isn't that good a suggestion since there are generally more converts than Corpses. And being "constrained" in your play is BUILT INTO THE GAME. That's why we HAVE Lurching Gait and Ankle Grab.--Pesatyel 03:57, 27 January 2007 (UTC)
    There's no need to shout. Anyway, a 20th level player probably has a bit of XP laying around, so they can buy zombie skills right off the bat. Or they can build up XP as a survivor (pretty easy, especially above level 5 or so), and then spend it all on zombie skills. It's simple to become a deadly zombie when you convert, but it's not so easy just starting as a zombie.--Lachryma 04:10, 27 January 2007 (UTC)
  6. Kill - As already said, zombies are horde creatures. Besides, newbie survivors have it just as bad as newbie zombies, if not worse. Newbie survivors die and then wander the streets without any zombie skills to gain significant XP with, whereas newbie zombies can use Vigour Mortis to ZK. In fact, I would describe my experience as a newbie zombie easier than with that of a newbie survivor because death didn't really matter that much to me as a zombie. --Wikidead 06:26, 27 January 2007 (UTC)
    Re - Gotcha. Thanks for your input.--Lachryma 16:56, 27 January 2007 (UTC)
  7. Kill It's already discounted enough. --Jon Pyre 08:27, 27 January 2007 (UTC)
  8. Join a horde - this is not a single player game. --Funt Solo Scotland flag.JPG 09:26, 27 January 2007 (UTC)
  9. No. If you need help leveling your zed character, ask a trusted zed player, like MrA, or you can check the guides. The second zed guide worked for me. Now look how far I managed to get my zed in a month. --Slice 'N' Dicin' Axe Hack 13:56, 27 January 2007 (UTC)
  10. Kill - If you make the choice not to ZK, you accept the slow XP gain.--J Muller 18:53, 27 January 2007 (UTC)
  11. Kill - Sorry, but I think that 50XP is a little low, 75XP would be more appropriate in my opinion. Additionally, new zombie players can obtain extremely helpful tips from reading zombie guides. --ZombieSlay3rSig.png 19:37, 27 January 2007 (UTC)
  12. Kill - Nope. That's too much for zergers. They will zerg, yes, but not THAT efficient. When I read your intro, I was really hoping for more, for I like your suggestions in general.--ρsych°LychεεELT 06:53, 31 January 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe votes go here: (and the people that vote here are thinking I hate you and everything you stand for.)


Writing Notes: Revised

Timestamp: ThreeSided 01:24, 27 January 2007 (UTC)
Type: small addition/book improvement
Scope: survivors in libraries or schools.
Description: The idea is that when searching certain places, such as a library or school, you may come across a piece of paper. On the paper, you can write something, such as poetry, or a note. You can also, of course, sign your work as well. After writing a note, the paper turns from a "piece of paper" to a "note" in your inventory. These notes can be hidden in libraries or schools. Only 5 notes can be hidden in one library, and only 3 in schools. When you hide a note, the text will read "You hide your note in a random book". If you cannot hide any more books in an area, it will read "all the possible hiding spaces are taken. You cannot hide your note.". For every note hidden in a building, there is a 1% chance of finding the book(s) with notes in them while searching the area. You cannot know there is a note in a book until you read it. Due to being hidden in the books themselves, these chances do not increase if the room is powered. When a survivor reads a book with a note in it, they will find the note on some random page (random part of the book, since you can read a book multiple times) and can read it. The note is treated the same as it would be in the inventory of the person who origionally wrote it. It can be dropped, or if they liked what it said, hidden again in the library/school. If you drop a note, or a book with a note in it, the note will disappear forever. If a library or school with notes in it is ransacked, all the notes in it are lost. Once a note is written, it cannot be edited (this so that people can't take cool notes they found and write their names on it). Notes cannot be hidden in poetry books.

Some might just see this as another way for survivors to communicate, but it would be pretty hard to really communicate efficiently with people with this system, so it would really just be used for RP reasons.

I am not particularly worried about spammers, because it's not an opportunity to miss, and even if you do get a note that says "lyk ZOMG lolroflness!!!111" it's still far more interesting than the average book... This would give more of a usage to both books, and libraries, and schools.

Keep Votes

  1. Authors Keep - Is this better than the original? Definitely not as complicated. ThreeSided 01:24, 27 January 2007 (UTC)
  2. Keep - Anything to make books more interesting. And yes, new players read books until they learn it is a waste of time.--Per Abrahamsen 15:08, 27 January 2007 (UTC)

Kill Votes
Against Votes here

  1. Survivors don't need more ways to communicate. Also, I don't relish finding a bunch of messages that say "You suck!" or other stupid nonsense.--Pesatyel 03:40, 27 January 2007 (UTC)
  2. Kill - to be honest, there is no need for this new game mechanic. There are many ways of communicating. There is also a few suggestions in regards to sending messages via pieces of paper, although not close enough to call dupe. --Ducis DuxSlothTalk 07:39, 27 January 2007 (UTC)
  3. Kill Anything as hard to implement as this (not saying it would be particularly hard but it'd take a bit of work) should have a purpose beyond RP. --Jon Pyre 08:21, 27 January 2007 (UTC)
  4. No More Survivor Comms - we've got graffiti, radios, phones, speech and billboards. They cover ALL the bases. --Funt Solo Scotland flag.JPG 09:27, 27 January 2007 (UTC)
  5. Above. --Slice 'N' Dicin' Axe Hack 13:57, 27 January 2007 (UTC)
  6. Kill - People actually read the books? Weird -- boxy T L ZS Nuts2U DA 14:37, 27 January 2007 (UTC)
  7. Kill - Doesn't really bring anything to the game. - BzAli 14:39, 27 January 2007 (UTC)
  8. Kill - I don't think survivors need any more ways to communicate, they already have talking, radios, etc. --ZombieSlay3rSig.png 19:08, 27 January 2007 (UTC)
  9. Everything I would have said has already been said. We have localized, temporary communicae. We have broadcasted, temporary communicae. We have localized, semi-permanent communicae. I don't honestly believe that we need to clog up search rates to find semi-permanent, semi-localized communicae. --Ev933n / Talk 21:23, 27 January 2007 (UTC)
  10. Kill - Horribly, horribly inefficient... Better forms of communication already exist. --GhostStalker 03:41, 28 January 2007 (UTC)
  11. Purposeless and I doubt it would even be used for RPing purposes. --ExplodingFerret 22:03, 28 January 2007 (UTC)
  12. Kill - What would it be used for? It can't be used to communicate because you have no way of ensuring that the right person gets it. And you want several people to get it or don't care who reads it, then that's what spraypaint is for. --Reaper with no name TJ! 20:30, 29 January 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Radio Engineer v2

Revision time! Leeksoup 21:42, 28 January 2007 (UTC)


Scent Death: Add Pop and Concentration Estimates

Timestamp: Jon Pyre 08:18, 27 January 2007 (UTC)
Type: Improvement
Scope: Scent Death
Description: I suggest improving Scent Death to give a rough estimate of the number of zombies and how concentrated they are in a 9x9 area centered on the player. This would include zombies both indoors and outdoors, standing or dead (not reviving). Half of the added message would give this information:
  • 0: "You sense no other zombies."
  • 1-15: "You sense few zombies"
  • 16-30: "You sense a couple zombies"
  • 31-60: "You sense several zombies"
  • 60-99: "You sense many zombies"
  • 100-150: "You sense a large number of zombies"
  • 151-225: "You sense a huge zombie presence"
  • 225-500: "You sense hundreds of zombies"
  • 501-999: "You sense many hundreds of zombies"
  • 1000+: "The area is swarming with zombies"

The second half would give a rough estimate of their average concentration, counting those indoors and outdoors as in the same location for purposes of the calculation:

  • "They are spread apart thinly"
  • "They are in numerous small hordes"
  • "They are in several large hordes"
  • "They are in a few giant hordes"
  • "They are mostly in one location"

This should prove useful to zombies in knowing more or less what the condition of their side in the area is.

Keep Votes

  1. Keep Useful info. --Jon Pyre 08:18, 27 January 2007 (UTC)
  2. Keep - Nice to know info, but will it interfere with Scent Death's current functions? --Wikidead 08:29, 27 January 2007 (UTC)
    • Re Nope, these are just additional features. --Jon Pyre 08:53, 27 January 2007 (UTC)
  3. Keep - I'd like seeing this in game. --Gateking 09:30, 27 January 2007 (UTC)
  4. Keep - Sure, I actually really like theses sorts of suggestions. --Ducis DuxSlothTalk 11:15, 27 January 2007 (UTC)
  5. Yes. --Slice 'N' Dicin' Axe Hack 13:59, 27 January 2007 (UTC)
  6. Keep - Makes life a bit easier for the zombies, without being overpowered. Good one, Jon. - BzAli 14:41, 27 January 2007 (UTC)
  7. Keep - Sounds good to me.--Lachryma 17:07, 27 January 2007 (UTC)
  8. Keep - Makes Scent Death much more useful.--J Muller 18:55, 27 January 2007 (UTC)
  9. Keep - Very good. And better than the last version. ZombieSlayer, it's text, not mechanics! A slight change is nothing to vote kill for. -Mark
  10. I keep liking these suggestions! Wootzor. Scent Death is almost a useful skill! --Ev933n / Talk 21:11, 27 January 2007 (UTC)
  11. Keep -- More info is good as long as it doesn't flood, and this on doesn't as you have to request it. So good one, Jon. -- Whitehouse 23:47, 27 January 2007 (UTC)
  12. Keep -- Though I agree witht he two kill votes, "a couple" means two. Or maybe "about two". Swapping the "a few" and "a couple" would fix it. --Gene Splicer 03:39, 28 January 2007 (UTC)
  13. Keep -Aeneid 05:26, 28 January 2007 (UTC)
  14. Keep - Interesting, if not all that useful, data. And I don't use couple that way, no matter what the dictionary says -- boxy T L ZS Nuts2U DA 10:59, 28 January 2007 (UTC)
  15. "A few" is the next level above "a couple" in my book. I suggest swapping those two lines around -- otherwise, looking good. --ExplodingFerret 22:07, 28 January 2007 (UTC)
  16. Keep - It's the game everybody likes to play in UD... What's that smell?!?!? MrAushvitz Canadianflag-sm.jpg 03:18, 31 January 2007 (UTC)

Kill Votes

  1. Clarification - does using Scent Death cost 1AP? --Funt Solo Scotland flag.JPG 09:30, 27 January 2007 (UTC)
    • Re Yes, same as now. You only get more information for your 1AP. --Jon Pyre 14:29, 27 January 2007 (UTC)
    • Re - Hrmn...should be a new skill then - Advanced Scent Death.--Funt Solo Scotland flag.JPG 22:10, 27 January 2007 (UTC)
  2. Kill - I think it would be better if you switch the 16-30 message to "You sense multiple zombies" it would reflect the size of the horde better. If you do this I will definitely switch to keep, because I think it is a good suggestion. --ZombieSlay3rSig.png 19:17, 27 January 2007 (UTC)
    • Re From dictionary.com: "couple idiom- a couple of, more than two, but not many, of; a small number of; a few: It will take a couple of days for the package to get there. Also, a couple." --Jon Pyre 03:51, 28 January 2007 (UTC)
  3. Kill, and change -a couple means two. use zombie slayers idea. --AlexanderRM 5:45 PM, 27 January 2007 (EST)
  4. Change - This should be a new skill with Scent Death as a pre-requisite. Other than that, it's fine. --Reaper with no name TJ! 20:32, 29 January 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Brain Rot allows buying survivor skills

Timestamp: Swiers X:00 17:04, 27 January 2007 (UTC)
Type: skill tweak
Scope: zombies with brain rot
Description: As the title says- zombies with brain rot would be able to buy survivor skills without being revived first. This is mostly a "feel good" measure, to let players get the enjoyment of leveling up to the same level as any other player instead of being "stuck" at 20th or so level. It also would let said zombies grab the few "cross-over" skills, without resorting to the purely meta-game antics seeking out a "brain rot revive clinic".

Buying brain rot encourages folks to play as zombies (duh) and right now the metagame penalties (no level advancement, no crossover skills) discourage buying it. It is the ONLY skill in the game that has such a drawback (or any drawback, for that matter). Why not encourage more folks to play dedicated zombies by removing this handicap, especially as it is a handicap that already can be circumvented through meta-gaming?

Keep Votes

  1. Keep - It's not like anybody intentionally buys brain rot these days without taking the survivor skills first... --Swiers X:00 17:14, 27 January 2007 (UTC)
  2. No more Brain Rot Revive Clincs! Have low-level zombies no more worry about combat revives. This would be great!--ShadowScope 18:54, 27 January 2007 (UTC)
  3. Keep - Then any new survivors skills would be more easily obtained by rotters! By the way, I think this suggestion would be better as a new skill, under Brain Rot. --Wikidead 19:43, 27 January 2007 (UTC)
  4. requiring a reason for a keep vote is and always was silly...--Ev933n / Talk 21:08, 27 January 2007 (UTC)
  5. Keep - I don't see why not. I'm sure there are some would-be-rotters out there who haven't gotten brain rot because they want to be able to buy survivor skills as they appear. It's not like this is gonna hurt anybody. --Reaper with no name TJ! 20:33, 29 January 2007 (UTC)
  6. Keep - At first I was worried.. but, how easy is it to rack up the XP's as a zombie really? (Not many XP bonuses for this and that in Z form...) And how many survivors skills really even buff your zombie? Think about it, otherwise you're just going to be carrying like 2000+ XP for 3-4 months and then "Oh, now I can spend them all, yayyy!" It actually doesn't affect survivors, at all, that's what's funny... Sure, less annoying...MrAushvitz Canadianflag-sm.jpg 03:23, 31 January 2007 (UTC)

Kill Votes

  1. Who would buy Brain Rot without grabbing everything else first? --Slice 'N' Dicin' Axe Hack 17:40, 27 January 2007 (UTC)
    If you allowed this, a lot more people, I bet. That's the POINT. Why have a skill in the game, and then make it so undesirable for most people to buy it? --Swiers X:00 20:47, 27 January 2007 (UTC)
  2. Kill - If you have Brain Rot, by the time you get revived, you'll have enough XP to buy all the survivor skills that you need anyway. Seriously, if you have the XP to buy survivor skills while a zombie, you'll still have the XP when you get revived.--J Muller 18:58, 27 January 2007 (UTC)
    Sure, it CAN be done that way. But that way almost always requires metagaming, and discourages the use of Brain Rot by even many devoted zombie players who wish to level up / buy new skills that bget introduced. --Swiers X:00 20:47, 27 January 2007 (UTC)
  3. Kill - I think that Axe Hack put it best saying that a player would buy all other skills before purchasing brain rot. --ZombieSlay3rSig.png 19:20, 27 January 2007 (UTC)
    What about survivor skills introduced after the player purchased / purchases brain rot? --Swiers X:00 20:47, 27 January 2007 (UTC)
    Re: I don't think at the current time with the zombie to human ratio new survivor skills will be introduced. If they are the zombie can just go to a brain rot revive clinic. It would be a complication that would only occur once in a great while. Oh, I fixed the formatting for the replies by the way. --ZombieSlay3rSig.png 00:16, 28 January 2007 (UTC)
  4. Kill Pretty mush for realism. how would buying brain rot make you more like a survivor? --AlexanderRM 5:48 PM, 27 January 2007 (EST)
  5. Kill - As Slice 'N' Dicin'. --Gateking 01:11, 28 January 2007 (UTC)
  6. Kill - So, all the benefits, with none of the penalties. No way. Rotters can still single-handedly stall a revive point. If they were too stupid to pick up the crossovers (which shouldn't exist anyway), that's their tough shit. --Funt Solo Scotland flag.JPG 01:20, 28 January 2007 (UTC)
  7. Kill - Brain rotters who want human skills can just attack powered NecroTech buildings, sooner or later some n00b will combat revive 'em -- boxy T L ZS Nuts2U DA 01:33, 28 January 2007 (UTC)
  8. That's the choice. Wait and buy Brain Rot AFTER buying all the survivors skills or go through the hastle of trying to get your rotter revived. In the old days, it was choice. NOW it's just a little harder. This suggestion is pointless, really.--Pesatyel 01:43, 28 January 2007 (UTC)
  9. Kill - All points have been stated above - BzAli 14:18, 28 January 2007 (UTC)
  10. Kill - Brain rot is a decomposition of the brain to the point where it cannot easily be healed, not the healing of a zombie brain to a point where it can learn new skills. If you buy brain rot, than you should know that it will pretty much ruin your chances of being revived; if you don't know that, or if you think that it doesn't matter, than I don't think that the game should make it easy for you to buy survivor skills. --Saluton 05:07, 2 February 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Knives in More Places (Revised)

Timestamp: Mark 17:39, 27 January 2007 (UTC)
Type: Improvement.
Scope: New survivors.
Description: Newbies currently have a hard time getting to the knife, which is now the newbie weapon. I propose that the knife be added to the following places at a 4% chance:

Arms. (Tough places.)

Clubs. (More tough places.)

Museums. (Antique weapons.)

The following will have a 3% chance:

Schools. (Confiscated or in cafeteria.)

Hotels. (Someone left behind pocket knives in drawers, or in the breakfast kitchen.)


Remember two things: First, a knife can be any type of blade. It can be a pocket knife, a kitchen knife, a combat knife, a hunter's knife, or anything like that. Second, these places which knives could be found in have nothing else of value, and are never searched, except possibly Arms. This also prevents newbies from using large amounts of searching to find nothing. Once they find a knife, they may stop wasting their AP.

Simple and straight-forward.

Keep Votes

  1. Keep - Mark 17:39, 27 January 2007 (UTC)
  2. More knives in more places...perfect for the newbies. --Slice 'N' Dicin' Axe Hack 17:41, 27 January 2007 (UTC)
  3. Keep - It is logical and the percentages are balanced out quite nicely. --ZombieSlay3rSig.png 19:22, 27 January 2007 (UTC)
  4. Keep - Good, although I am a bit concerned about the idea of knives at public schools. --Wikidead 19:44, 27 January 2007 (UTC)
    To Ev933n: I went to school in San Francisco, so, yes, knives are plentiful. However, plentiful or not, it is fairly difficult find a knife carelessly left on the ground on campus (if you bring a knife to school, you probably wont neglect to take it back home). Besides, Malton is assumed to be in the UK, and so do the English have problems with children bringing weapons to school? --Wikidead 07:41, 28 January 2007 (UTC)
  5. Keep Wikidead obviously didn't go to a city school in the US. --Ev933n / Talk 21:09, 27 January 2007 (UTC)
  6. Keep Or his school did not have a cafeteria. --SporeSore 22:22, 27 January 2007 (UTC)
  7. Keep - I looked in Peer Reviewed, and was surprised this wasn't already in there (although it is for mansions and hospitals). --Funt Solo Scotland flag.JPG 01:23, 28 January 2007 (UTC)
  8. Keep - Sure. --Ducis DuxSlothTalk 01:25, 28 January 2007 (UTC)
  9. And once this hits Peer Review, it can just be combined with the one Funt mentioned.--Pesatyel 01:44, 28 January 2007 (UTC)
  10. Keep If you vote kill/spam for this, you are an antisocial wanker. --Cap'n Silly T/W/P/CAussieflag.JPG 01:52, 28 January 2007 (UTC)
  11. Keep - Allthough Sillys remark almost made me vote kill/spam. - BzAli 14:20, 28 January 2007 (UTC)
  12. Keep - Knives are way too difficult to find. --Reaper with no name TJ! 20:34, 29 January 2007 (UTC)
  13. Keep - How long must new players suffer before they can reach out and stab someone? This allows the Knife to be what it's supposed to be, quick to find, low damage and no-frills.. no ammo... MrAushvitz Canadianflag-sm.jpg 03:25, 31 January 2007 (UTC)
  14. Keep - Fine. As long as I don't find knives when I'm searching for USEFUL things ...--ρsych°LychεεELT 06:57, 31 January 2007 (UTC)
  15. Keep - EAT THE POOPY -Downinflames 05:57, 4 February 2007 (UTC)
  16. Keep - Its to obvious. --DinkyDao 23:28, 10 February 2007 (UTC)

Kill Votes

  1. Kill - Just because it's a useful newbie weapon, doesn't mean it should be found everywhere. It's got to be a bit of a challenge to work out where to go, and find the building you want that is accessible, what's the point otherwise -- boxy T L ZS Nuts2U DA 08:28, 28 January 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here