Suggestions/27th-Jun-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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Remove barricades from first aid kit's dropdown menu

Timestamp: 01:19, 27 June 2006 (BST)
Type: User Interface
Scope: Survivors
Description: Why would anyone even think of using a first aid kit on barricades? Currently, players have the option to try using a first aid kit on barricades, with the result of losing 1 AP and, probably, feeling quite dumb. I suggest barricades to be removed from first aid kit's dropdown menu. It's just plain silly.

Votes

  1. Kill - I'm the kind of person that heals barricades. Just because they can't afford health care doesn't mean we turn our backs on them. Sonny Corleone WTF 01:24, 27 June 2006 (BST)
  2. Kill - No barricade nerfs. Keep - Okay, I've had my fun. --Ember MBR 02:05, 27 June 2006 (BST)
  3. Kill -Yeah barricades need love to you heartless basterd.=)--LCpl Mendoza 02:03, 27 June 2006 (BST)
  4. Keep - Ooga booga! --Mookiemookie 02:11, 27 June 2006 (BST)
  5. 'Keep - I think this is just an implementation issue at present, but I support the change, knowing that it might not be high priority. --Burgan 02:55, 27 June 2006 (BST)
  6. Keep-See above.--ShadowScope 04:08, 27 June 2006 (BST)
  7. Keep Votes 1-3 are just being difficult. Can you really imagine someone smearing antibacterial cream on a piece of furniture? And then strapping it with a bandage? Humor is one thing, this is just nuts. No reason to oppose it. --Jon Pyre 04:42, 27 June 2006 (BST)
    Re - Stop discriminating against barricades! They're people too you know. Just because they're a poor minority doesn't mean they can't get treatment like the upper class can. "Heals 4 Cades! Heals 4 Cades!" Sonny Corleone WTF 04:48, 27 June 2006 (BST)
    • Note Struck illegal re. --Jon Pyre 05:29, 27 June 2006 (BST)
  8. Keep Sucks to have your suggestion frivolously killed by zombies who think they're funny... --Rheingold 04:48, 27 June 2006 (BST).
    • WE. ARE. THE. FUN. POLICE. YOU. MAY. NOT. HAVE. FUN. --Mookiemookie 19:18, 27 June 2006 (BST)
  9. Kill - anyone dumb enough to try to use a FAK on a barricade deserves the loss of an AP. This suggestion is totally unnecessary and so minor not to matter--GageASS 04:55, 27 June 2006 (BST)
  10. Keep - It isn't a bad idea, just not what we'd love Kevan to work on... --Karlsbad 05:14, 27 June 2006 (BST)
  11. Keep - I don't understand the people voting Kill on this. This is a good idea. –Bob Hammero TW!P! 08:29, 27 June 2006 (BST)
  12. Keep - There are such things as accidental clicks. Either this, or a message but no AP lost. --Preasure 09:36, 27 June 2006 (BST)
  13. Keep - Apart from losing the hilarity of laughing at someone who heals a barricade, there are no downsides to this suggestion. –Xoid 09:39, 27 June 2006 (BST)
  14. Kill - Anyone who is stupid enough to use an FAK on a barricade deserves to lose that AP. - CthulhuFhtagn 13:50, 27 June 2006 (BST)
  15. Keep - I saw no one acting this stupid when the barricade bite/shoot message was changed Ybbor 16:08, 27 June 2006 (BST)
  16. Keep - I'd like to see the radios and genny to be taken off...if it wasn't taken off yet. --Changchad WTFW!SGP 16:17, 27 June 2006 (BST)
  17. Keep As a new player, I thought that was how you put up barricades, 'cause it was on the list... --HerrStefantheGreat 17:42, 27 June 2006 (BST)
  18. Keep - While I agree that anyone stupid enough to use the FAK on a barricade deserves to lose an AP, sometimes it can happen accidently, especially when there are a lot of people in one buildinging and there are a lot of members to choose from. Accidents can happen, and it would be nice is the barricades were removed from the drop-down menu for FAKs. --Sylanya 18:52, 27 June 2006 (BST)
  19. Keep - Makes sense. --Toejam 20:14, 27 June 2006 (BST)
  20. Keep -Wow, never even noticed that.--Paradox244 20:17, 27 June 2006 (BST)
    Keep -Anybody who disagrees with this is either an idiot, or Saromu. (Not that theres much differnce)--Labine50 MHG|MalTel 23:08, 27 June 2006 (BST) Removed trolling vote. Resubmit without trolling, or defend on the talk page. –Xoid 03:03, 28 June 2006 (BST)
  21. Kill remove all 'silly' targets for all actions--Cah51o 04:06, 28 June 2006 (BST)
    • Re - I wasn't aware of other 'silly' targets being in FAK's dropdown menu (as a fresh revivee) so I didn't include them in the suggestion. But this gives a little hint that there shoudn't be any stupidly unrealistic actions available as there are accidental clicks out there. Would save a couple of AP spent for nothing and a few bytes less bandwidth per year. --Nob666 18:21, 29 June 2006 (BST)
  22. Kill - I Could say don't nerf the most powerful weapon of them all, stupidity!!, but I'm Killing because of the same reason as above. --W3c 05:33, 28 June 2006 (BST)
  23. Keep - Makes sense. --Otware 10:45, 28 June 2006 (BST)
  24. Keep - Sense, less misclicking, marginally less bandwidth. -- Mettaur 13:53, 29 June 2006 (BST)
  25. Kill I'd actually like to see the message "Tom tried to heal the barricade, what was he thinking?" appear to everyone in the room. That'd be something to laugh at. --Gosunkugi 19:09, 29 June 2006 (BST)
  26. Keep - works for me -Kiltric 22:00, 29 June 2006 (EST)
  27. Keep - the more 'silly' features are in the game, the more tempted I become to suggest silly/stupid features. Simple bug fix, helps all of us. Jenny D'ArcT 20:48, 30 June 2006 (BST)
  28. Keep - All people voting Kill aren't too smart :P *sticks band aid on barricades, NO MORE BOO-BOO's YAY!* --DJSMITHCDF 21:33, 3 July 2006 (BST)
  29. Keep - I have to vote keep, because it only makes sense. I should say though, it hurts me to do this. I like the silly foolish stuff, for the comedic value. Thanks for the great laugh Sonny Corleone. --Rgon 06:26, 5 July 2006 (BST)

Engineering

Timestamp: 05:08, 27 June 2006 (BST)
Type: Skill
Scope: Survivors
Description: This is an idea for a balanced suggestion to fix destroyed generators/radio transmitters. First generators and transmitters when destroyed (with the current difficulty), will no longer "break beyond repair". They will merely break. In the room description you'd see it as "A generator has been set up here. It is broken." A broken generator/transmitter can be attacked further to break it beyond repair, taking it off the screen. Attacks on a broken device to permanently destroy it would have a 10% success rate.

I did say it was balanced? A broken genny/transmitter is exceedingly difficult to repair. You need the Construction subskill Engineering, wirecutters in your inventory, and repairing either would cost 20 AP. This cost is high (high enough to make a syringe!) but still worthwhile considering the cost of traveling to a mall, searching, and then returning. This should have a few positive effects for the game as a whole, such as making humans less dependant on malls and letting them use transmitters in suburbs where they are hard to find. This should make humans easier targets for leveling zombies by luring survivors away from megamalls into less populated areas. It also gives a use to the long defunct wirecutters.

Votes

  1. Keep A useful skill that doesn't make generators/transmitters invulnerable lazaruses. It'd still be possible to permanently destroy them but even just damaging it would force humans to do without or pony up a fortune in AP to get it going again. Very useful for survivors that don't sit next door to a mall. --Jon Pyre 05:08, 27 June 2006 (BST)
  2. Spam - Just get a new transmittor or generator. I'm pretty sure if you smash one of the two that there is no way it can be fixed. Even if it can, no. Sonny Corleone WTF 05:11, 27 June 2006 (BST)
  3. Kill - My issue with this is that it takes an average of 33 AP to find a generator in the best case scenario. (I'm assuming a repaired generator still has to be refueled in the usual way.) So this is actually quite a boost for the survivors. I think you'd have to raise the AP cost beyond reasonable levels to make this truly balanced. Alternatively, you might require a couple of these 20-AP passes to fix the gen, so that several survivors working together could fix it. That might be acceptable. --Ember MBR 05:20, 27 June 2006 (BST)
    • Re The generator has already been found once at full cost, and it's still cheaper to destroy the generator for good than to either fix it or find a new one. And yes, the generator needs to be refueled again. --Jon Pyre 05:25, 27 June 2006 (BST)
      • Re - 10% is well below my patience threshold, especially if I've just spent most of my AP bashing through 'cades at a 25% hit rate. I suspect the generator will usually get damaged and not destroyed, because dealing that final blow will be so frustrating. So essentially, you're reducing the average cost for two generators from 66 AP to 53. While I like the idea of fixing things, survivors have already pulled out ahead thanks to powered searching; they don't need a boost here. --Ember MBR 15:13, 27 June 2006 (BST)
  4. Kill Takes maybe, what 6 AP to smash a generator, but you forgot about the all-powerful BARRICADE SMASHING COST. If we were in a game without barricades, then it would actually matter that it was more expensive to repair a genny than smash it. As long as humans have barricades you should never assume AP costs without factoring them in. --Karlsbad 05:38, 27 June 2006 (BST)
    • Re True, but spending 5AP to get someone to spend 20, even considering barricades, is still a good trade. That's 20AP that go towards reviving someone otherwise. --Jon Pyre 05:44, 27 June 2006 (BST)
      • Re Way to not mention the 40 to 50 AP it takes to get into the building in the first place, and forget the mention the 10 AP to get someone to have to spend 13AP plus movement extra, huh? Stop arguing for a bad idea. --Karlsbad 20:34, 27 June 2006 (BST)
  5. Kill The powered-search change already opened the item "faucet" wide to the max, such that you need never ration items as long as there's a powered mall within 15 blocks. This suggestion would clog up an item "sink" by making it harder to permanently remove generators from the game. Bad idea no matter whether it's AP-balanced or not. Engineering is a great idea for a skill, just make it do something different... --Rheingold 08:07, 27 June 2006 (BST).
  6. Kill - I think the current situation is fine. –Bob Hammero TW!P! 08:31, 27 June 2006 (BST)
  7. Keep - Better than my suggestion anyway. I think we do need some more skills like this. Either fixing things or crafting items ads another aspect to the game play and creates a host of new skills to buy. --Otware 10:38, 27 June 2006 (BST)
  8. Kill - I like my destroyable generators. --Nob666 12:50, 27 June 2006 (BST)\
  9. Kill - If it ain't broken, don't fix it. --A Bothan Spy Mod WTF U! 12:53, 27 June 2006 (BST)
  10. Keep - I like this, it breaths new life into the wirecutters - however, if this suggestion were to pass the find rate for generators should be tuned down to make up for being able to fix them once they are found. --Darkstar949 14:58, 27 June 2006 (BST)
  11. Kill - Good, but like darkstar said the find rate should be adjusted, and I also think there should be a bonus to the zombies chance to hit to make up for the extra AP it would cost to hit the generator twice. I think making it easier to get the first hit balances this nicely. Also, should not be able to repair while zombies present/building ransacked. --Burgan 15:40, 27 June 2006 (BST)
  12. Kill - Generators are way too powerful to get a boost like this. --Mookiemookie 16:40, 27 June 2006 (BST)
    • Keep -Even if this was a bad idea, I like dis-agreeing with Saromu. Good idea anyways thought.--Labine50 MHG|MalTel 23:10, 27 June 2006 (BST) Please provide a valid reasoning for your vote, instead of voting to spite another user. – Nubis 23:25, 27 June 2006 (BST)
  13. Keep I think this is a good idea because I would like to see the wirecutters put to good use and I would like to see survivors less dependent on malls. Perhaps the AP and success rate could stand a little more consideration, though. --Extension 01:08, 28 June 2006 (BST)
  14. Keep - I like the idea you are working with here. Nice work. - Nicks 03:19, 28 June 2006 (BST)
  15. Keep - I like the sound of it, adds an interesting element and doesn't upset the balance. risky though... -Kiltric 22:07 29 June 2006 (EST)
  16. Keep - One thing that the argument about barricade smashing as defacto cost of generator destruction misses is that it seems a large percent of destructions are at the hands of survivor characters, (either spies or in anti-generator groups), so the practical cost of destroying them right now is negligible compared to the cost of finding and installing them. -Ora Henry 08:37 10 July 2006 (CST)

Prisons (new)

Removed by Author one final time to improve to a polished sheen. PLEASE contact me if you have any ideas for the prison names, suburb locations, and outside/inside descriptions.Thanks! --Canuhearmenow 22:13, 27 June 2006 (BST)


Wirecutters-Sabatoge

Timestamp: 17:05, 27 June 2006 (BST)
Type: improvement
Scope: Wirecutters
Description: It was partially inspired by the above suggestions in the past that wanted to have wirecutters be used to fix gennys. It was voted down because it was unbalanced. I decided that prehaps people are going about it the wrong way.

Wirecutters may be used to repair, but what if they are used to destroy. I propose that Wirecutters may be used to destroy a genny. In fact, it would be twice as effective as using any other weapons to destroy a genny, allowing any Death Cultists or GKer to destroy Gennys easier.

Yes, I know that it beniefts "greifers". But this change has already been allowed with Kevan letting crowbars be used to destroy barricades easier. It provides a use for the wirecutters, and it does not boost gennys (it actually nerfs them). And the idea of having the wirecutter being twice as effective is referring to the crowbars being twice as effective in smashing barricades.

I do not know if crowbars can be used to smash generators, and at a higher success precentage. If so, the suggestion could be to just give Wirecutters a 5-10% chance higher above the crowbar.

Votes

  1. Keep - Makes sense. Sonny Corleone WTF 17:26, 27 June 2006 (BST)
  2. Kill - The flavor is right, but I'm skeptical of the utility. Reducing barricade levels actually has a benefit for survivors -- it makes buildings easier to enter. And while destroying the generator might make it less obvious that someone's at home, it's a minor justification. Really generators are not that hard to destroy as it is, and since zombies can't use tools this doesn't benefit anyone but griefers. --Ember MBR 17:32, 27 June 2006 (BST)
  3. Kill - Generators don't need to be nerfed like this. –Bob Hammero TW!P! 17:53, 27 June 2006 (BST)
  4. Keep-Author's vote. I think it is a good idea, following in the lines of crowbars. It gives a use for the wirecutters, and may save only 1-2 AP.--ShadowScope 18:24, 27 June 2006 (BST)
  5. Keep - Why not? It's not as though generators are that hard to destroy anyway. --A Bothan Spy Mod WTF U! 18:27, 27 June 2006 (BST) Kill - Toejam convinced me. --A Bothan Spy Mod WTF U! 20:21, 27 June 2006 (BST)
  6. Keep - finally a good use for wirecutters--GageASS 19:33, 27 June 2006 (BST)
  7. Kill - Smashing generators is primarily a job for zombies. Zombies should be better at it than survivors. --Toejam 20:08, 27 June 2006 (BST)
    • Re-Not so true. Zombies will need to break through barricades first in order to destroy the Generators. Then, if they focus their attacks on the gennys, they won't be able to attack the Suriviors. Plus, they are those Suriviors who are friendly to Zombies and want to help them out, destroying the Gennys so the Zombies can focus on eating brains. This is how. EDIT: I could let Zombies be able to use Wirecutters too...if that would be acceptable, but I'm not sure if that would be a good idea...might not be realistic, and could make my suggestion spamianted.--ShadowScope 20:23, 27 June 2006 (BST)
  8. Kill - What Toejam Said. --Karlsbad 20:19, 27 June 2006 (BST)
  9. Kill - Barricades over VS +2 harm alot of people. Generators help everyone. This can ONLY serve to greif, unlike the crowbar which can let noobs in over-barricaded buildings (once the 'cades have been knocked down). This implementation would NOT be fun, as generators have a... 5% find rate or something in factories? -Certified=InsaneUG 22:15, 27 June 2006 (BST)
  10. Kill Generators are hard to find and easy to break. They shouldn't be made easier to damage. --Jon Pyre 22:40, 27 June 2006 (BST)
  11. KILL - And anyway, helping death cultists is bad, and giving griefers another tool to annoy people is even worse.--Labine50 MHG|MalTel 23:14, 27 June 2006 (BST)
  12. Keep -Because Wirecutters should be more effective because all you gotta do to shut the gen down is *snip snip* cut the wire.And also because Labine50 is a trenchcoating noob who shoulda been aborted.--LCpl Mendoza 23:29, 27 June 2006 (BST)
  13. Kill - a suggestion that can only benefit PKers? Yeah. I'm gonna vote for that. Not. --Rheingold 23:44, 27 June 2006 (BST).
  14. Spam - How about we don't encourage GKing just because you don't want a survivor buff? David Malfisto 23:23, 29 June 2006 (BST)
  15. Kill - GKing, while a valid gameplay choice, isn't the focus of the game. Do we really want skills to assist in it? It does kinda make sense, but then, generators are already very easy to break anyway, so why bother. Even if it was good to benefit GKing, a change to improve genny durability would be necessary to make this at all useful, as I see it. --Rgon 06:33, 5 July 2006 (BST)

Remove Generator from First Aid kit Dropdown menu

Timestamp: 18:37, 27 June 2006 (BST)
Type: User Interface.
Scope: Survivors.
Description: This is almost like the first suggestion, only this one would remove the generator from the first aid dropdown menu. This is mean't for the same reasons that the first suggestion on this page was for, for people who think that because the generator is in the dropdown menu it can be "fixed." Sorry for this appearing to be a dupe, it was insprired by the first suggestion.

Votes

  1. Keep - Author Vote. --Canuhearmenow 18:37, 27 June 2006 (BST)
  2. Keep - Sure. –Bob Hammero TW!P! 18:47, 27 June 2006 (BST)
  3. Kill - Gennys need heals too. Just because they're a minority in the game and can't afford health care doesn't mean they can't get the same treatment that harmanz can! Sonny Corleone WTF 18:55, 27 June 2006 (BST)
  4. Kill - We don't need to fill up peer-reviewed with every little menu change like this. --Ember MBR 19:01, 27 June 2006 (BST)
  5. Kill - Sorry to stand in the way of your ego masturbation that would come from having one of your suggestions make it to peer reviewed, but John is right --Mookiemookie 19:20, 27 June 2006 (BST)
  6. Kill - this is dumb and unnecessary. If someone uses a FAK on a generator, they deserve to lose the AP... and a wedgie --GageASS 19:35, 27 June 2006 (BST)
  7. Keep - Good idea --Toejam 20:04, 27 June 2006 (BST)
  8. Keep - This space for rent.--Paradox244 20:19, 27 June 2006 (BST)
  9. Keep - Peer Reviewed is not John Ember's Personal Page. --Karlsbad 20:21, 27 June 2006 (BST)
    • Re - No, it's everyone's page, and everyone has a responsibility to make it as useful as possible. I don't care if you disagree about the suggestion, but it's silly to make it about me. --Ember MBR 20:26, 27 June 2006 (BST) Non-author Re; see talk page --Kb
  10. Keep - I can't believe people would say kill to this. Remember, we're voting on suggestions, not users. Ybbor 20:22, 27 June 2006 (BST)
  11. Keep Ideally the barricade suggestion would have included generators too. You could probably incorporate it all into one suggestion: Only let items meant for animate creatures target animate creatures. But if it's a good suggestion and it's on the page I'll vote keep. --Jon Pyre 22:12, 27 June 2006 (BST)
  12. Kill - Just mention it in your vote for the 'cades suggestion. This is unnecssary as a seperate suggestion. --Burgan 22:14, 27 June 2006 (BST)
  13. Keep -Voting keep because, 1)Saromu voted kill 2)It just makes sense.--Labine50 MHG|MalTel 23:15, 27 June 2006 (BST)
  14. Kill -Voting kill because Labine voted keep(no im kidding seriously its a waste of time to code.Im pretty sure whoever your healing is not named "the barricades" so um yeah you get the picture.)--LCpl Mendoza 23:26, 27 June 2006 (BST)
  15. Keep as Jon Pyre. --Rheingold 01:40, 28 June 2006 (BST).
  16. Kill also remove biting barricades and attacking doors --Cah51o 02:33, 28 June 2006 (BST)
  17. Kill - Needs more things to be added to the list of things to remove. I'm killing this to avoid more 'Inspired' suggestions --W3c 05:06, 28 June 2006 (BST)
  18. Keep - Makes sense. -- Mettaur 13:55, 29 June 2006 (BST)
  19. Keep - same as the barricades, so same reasoning for the removal from the drop-down -Kiltric 22:10 29 June 2006 (EST)
  20. Keep - as with barricades, above. Jenny D'ArcT 20:57, 30 June 2006 (BST)
  21. Keep - same reason as my keep on the barricades version, but they should really be combined... --DJSMITHCDF 21:37, 3 July 2006 (BST)

Beer Bottles version 2.0

Removed with 7 Spam Votes and an Author Keep – Nubis NWO 19:36, 27 June 2006 (BST)