Suggestions/27th-Mar-2006
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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Orator
Timestamp: | 03:16, 27 March 2006 (BST) |
Type: | Skill |
Scope: | Survivors, Civilian |
Description: | Next to the button to speak players with this skill would have a small text field you can enter up to two digits in. The AP cost of speaking becomes whatever the number is, and in return for every AP spent your message reaches 50 additional people. So if you entered 3 and then spoke you'd use 3AP but 150 people would receive your message as opposed to the normal 50. The default cost would be 1 AP.
The system was given a 50 person limit because one person could speak several times and each thing they said would have to be sent to potentially thousands of people. By raising the AP cost proportionally to the number of receivers this problem would be avoided. One person couldn't spend 1AP to reach 1000 people, they'd have to spend 20AP. This scaling cost would prevent the same problems as before but also allow people to talk to everyone like they used to. It shouldn't increase someone's potential to cause server load, after all I see little difference between saying something 10 times for 50 people or saying something once for 500. The same number of messages would be delivered. This provides an in-game limit to prevent server load while allowing people to communicate to more than the first fifty. Note that this skill could cross over and allow zombies to use it with Death Rattle. |
Votes
- Keep Author vote. Because sometimes you want to reach everybody. It'd be worth it to spend a large amount of AP to deliver a very important message: "X Mall needs reinforcement!" or in zombie death rattle code "Attack the police department" --Jon Pyre 03:16, 27 March 2006 (BST)
- Keep Mesa like da skill. /Jarjar --Cerebrus13 03:20, 27 March 2006 (BST)
- Keep I like --Private Chineselegolas RAF 03:33, 27 March 2006 (BST)
- Keep - A helluva lot better than most of the other 'related' skills involving speech. -Nubis 03:41, 27 March 2006 (BST)
- Keep I wasn't aware of such a limitation until your skill make me aware of it (I read something new, yayy!) Yeah sure, works for me, if you live somewhere with 1000's of survivors or zombies, kinda screws the "free speech." Should be a limit on # of times per day, cuts down on speeches to too many people. --MrAushvitz 20:16, 27 March 2006 (BST)
- Keep - No reason not to. More fun and barely more server stress (sometimes less). The best of both worlds --McArrowni 03:53, 27 March 2006 (BST)
- Kill - Or you could click list names and then talk. - --ramby T--W! - SGP 05:22, 27 March 2006 (BST)
- Re I believe that only shows you the names, it still does not allow you to speak to more than the first 50. --Jon Pyre 06:30, 27 March 2006 (BST)
- Kill - I think the limit was done to prevent 1000 people getting spam messages and server stress. You see, i am all in favor of not having this limitation. But, for now, for the good of everybody, it is for the best to have it. --hagnat talk 05:51, 27 March 2006 (BST)
- Re I think it was actually done in response to Whetcombe Park. 1000s of people stood around and every time they spoke 1000s people had to get the message resulting in hundreds of thousands, maybe millions of times messages were received. If the cost to reach that many people was very expensive though it would prevent people from readily talking that much. If only 20 people with important messages reached 1000 people as opposed to the thousands of others willing to use a single AP that would prevent server load. --Jon Pyre 06:30, 27 March 2006 (BST)
- Keep Count it. -Banana Bear4 06:59, 27 March 2006 (BST)
- Kill - I like it the way it is. It adds more chaos to the game and prevents everyone from playing general. --Grim s 06:11, 27 March 2006 (BST) (Vote restored after Mr Aushvitz DELETED it.)
- Re I'm not sure how it would necessarily add more chaos. I suppose if you were in a crowded mall you would get more messages but the AP limit would prevent a person from saying more than one or two things a day, and doing that would only leave them a handful of AP after that. --Jon Pyre 13:45, 27 March 2006 (BST)
- Tally - 7 Keeps, 3 Kills, 0 Spams/Dupes -- 11:10, 27 March 2006 (BST)
- Keep - Nice. --EnForcer32 14:17, 27 March 2006 (BST)
- Keep - But I would add that this should, like syringe manufacture, increment server hits for the player by the # of AP used. Timid Dan 15:56, 27 March 2006 (BST)
- Keep - There have been other suggestions in this vein, but the mechanics on this one are very straightforward. --John Ember 16:05, 27 March 2006 (BST)
- Kill - I get enough spam i dont read as it is.--xbehave 17:20, 27 March 2006 (BST)
- Keep - I ignore Xbehave's votes enough as it is. --Undeadinator 18:25, 27 March 2006 (BST)
- Keep - Yes. --Snikers 23:22, 27 March 2006 (BST)
- Keep - Eah. Velkrin 23:29, 27 March 2006 (BST)
- Kill - I voted Keep first, but then changed my mind because it would be nice if the zombies had a similar skill so crossover was unnecessary. Brain rotters wouldn't be able to get this without seriously jumping through hoops. --Cinnibar 01:02, 28 March 2006 (BST)
- Keep - Hell Yes (at the zombie crossover concern. It lets zombies give warspeechs. booyah!) --Dark Wingstalker W! 01:06, 28 March 2006 (BST)
- Keep - I do get tired of having to check if everyone where I am can hear me when I want them to. I'm sure the people at Caiger's ULC would like that suggestion as well. I hear they have trouble talking to each other all the time. BuncyTheFrog 18:04, 6 April 2006 (BST)
- Keep - I like any idea that eases server load. --Cyberbob240 CDF 11:25, 8 April 2006 (BST)
- Kill - I don't like it. It doesn't decrease server stress, it increases it. Say you're in Caiger, you could use 20 AP to send messages to 1000 people. That doesn't decrease server load, that increases it tons. Plus, as it's been said, enormous amounts of spam could be easily sent among large populations then. --Grim 23:43, 9 April (GMT)
- Tally 16 Keep, 6 Kill, 0 Spam 01:39, 11 April 2006 (BST)
Gate Crasher
Removed by author with 2 Keeps, 7 Kills, and 8 spams. Many thanks to Grim of all people for his help saving this page from my mistake with removing my suggestions (of course he'll help me.... if I remove a suggestion, duh!)MrAushvitz 18:53, 25 March 2006 (GMT)
Play Dead
This suggestion has been Spaminated (unnesseasry comment, against procedure). 2 Keeps, 1 kill and 10 Spam mean that (unnessesary comment, against procedure). Velkrin 19:59, 27 March 2006 (BST)
Memories of Home
Timestamp: | 06:16, 27 March 2006 (BST) |
Type: | Zombie Skill |
Scope: | Zombies with more than 10 zombie skills |
Description: | Currently zombies have a 25% (1 in 4) chance to hit against a barricade. After a zombie has achieved 10 zombie levels and has purchased "Memories of Life," it will be eligible to buy "Memories of Home" (or something along those lines). This will give zombies an increased 8% chance to hit against barricades, or 33% (1 in 3) as long as there are no survivors outside that building. This rise in percentage against barricades will not translate in a higher percentage against humans.
My thinking is that a zombie remembers that buildings tend to have more humans than people (I know you do, but go with me), therefore they are more motivated to enter a building. However, if a survivor is outside (same block as the zombie), then the zombie loses his motivation to attack the building when there is a human right there he can munch on. |
Votes
- Keep - Author Vote. Dickus Maximus 06:16, 27 March 2006 (BST)
- Keep - Zombie hasn't seen any people in quite a while, he looks for them in houses.. makes sense. Or, the zombie associates houses with food since it's the only place he ever seems to find it. Only level 10+ get it, so it's very, very balanced. A reward for long term zombies who've eaten several dozen survivors so far.. MrAushvitz 23:16, 27 March 2006 (BST)
- Kill Right now two maxed out zombies can fully take down a barricade. That's enough. One zombie weakens the barricades so another zombie can break in and let out a groan. Barricades don't need to be made weaker or stronger. --Jon Pyre 06:42, 27 March 2006 (BST)
- Keep - Jon Pyre, one of the things driving zombies away from the game is the relentless boring smashing on barricades. Even with groans, the barricades are usually fixed by the time a feral gets there. --Grim s 07:22, 27 March 2006 (BST)
- Re What about the relentless searching for ammunition? Or the relentless having to attack zombies that stand back up? Urban Dead isn't a game where you press a button and WIN!WIN!WIN! appears on the screen. Zombies are immortal. It makes sense they should have patience. I play a zombie character. Want to destroy barricades? It's easy. Go to a building. Attack it. If it was at VH you'll get it down to QS. If it's at QS you'll break in. If you're attacking a building than has less than 2,000 survivors in it (a.k.a. the majority of the game) you have a good chance of breaking in before anyone notices. The efforts of two zombies pave the way for everyone else, and of course the ones that enter can let out a groan so every zombie in six blocks doesn't need to attack barricades at all. Barricades are fine the way they are.--Jon Pyre 13:50, 27 March 2006 (BST)
- Re - Look at malls. 35% chance to find something. Not as relentless as 25% (or lower) is it?
- Re Barricades can be repaired to a reasonably strong level with about 6-10 AP. The cost of a headshot zombie to stand is 6AP. 60hp is probably about as hard to destroy as a QS barricade. Zombies are their own barricades in a way. Zombies have relentless beating against barricades, survivors have relentless beating against zombies. When their numbers are equal the two balance each other out. At Caiger Mall where survivors outnumber zombies 3 to 1, yeah it'll be hard to get in. In heavily zombified areas like Pimbank zombies can easily break into buildings and feast all the time. There's nothing wrong with the mechanics. --Jon Pyre 19:10, 27 March 2006 (BST)
- Re Simply because barricades can be repaired by survivors for 6-10 AP doesn't mean a zombie can tear down a barricade for the same AP. Try more like 24-40 AP. And how the hell does headshot costing 6 AP for zombies figure into the equation? If anything, that's something that should figure into my side of the arguement by me saying that zombies are losing enough AP from headshot as it is. I'm not saying that barricades or headshot should be eliminated; I'm saying the current barricade system is broken and I'm suggesting an attempt to fix it. As for your "zombies as a barricade" arguement, unless there are a huge amount of zombies in a building, it's not that big of a deal, you can easily kill it and toss it out or go to a different building. Most of the time, zombies AP out before they can do a lot of damage because they've spent so much on ramming at the barricades. Hell, you actually get 60-70 XP for destroying this "barricade." Doesn't seem like too much of a inconvenience. Not only that, but you can also revive most zombies with one click of a button and have 100% accuracy. There is a disparity between the survivors and zombies. Dickus Maximus 23:40, 28 March 2006 (BST)
- Re What about the relentless searching for ammunition? Or the relentless having to attack zombies that stand back up? Urban Dead isn't a game where you press a button and WIN!WIN!WIN! appears on the screen. Zombies are immortal. It makes sense they should have patience. I play a zombie character. Want to destroy barricades? It's easy. Go to a building. Attack it. If it was at VH you'll get it down to QS. If it's at QS you'll break in. If you're attacking a building than has less than 2,000 survivors in it (a.k.a. the majority of the game) you have a good chance of breaking in before anyone notices. The efforts of two zombies pave the way for everyone else, and of course the ones that enter can let out a groan so every zombie in six blocks doesn't need to attack barricades at all. Barricades are fine the way they are.--Jon Pyre 13:50, 27 March 2006 (BST)
- Keep - Northwest Malton. -Banana Bear4 07:59, 27 March 2006 (BST)
- Keep - --The General 09:57, 27 March 2006 (BST)
- Keep Might mean that the zeds can finally do some damage and swing the battle the way it is meant to be. And personally I get either of my human character in an VH building, even by myself, I find that they are still exactly as I left them. Would mean that humans would group more, and thus leave larger areas where zeds hold the buildings --Private Chineselegolas RAF 10:50, 27 March 2006 (BST)
- Keep - Helps zombies without making barricades worthless. - Asrathe 12:14, 27 March 2006 (BST)
- Tally - 7 Keep, 1 Kill, 0 Spam/Dupe.--The General 12:53, 27 March 2006 (BST)
- keep - As stated above in all the other keep votes. - --ramby T--W! - SGP 13:21, 27 March 2006 (BST)
- Keep - I'm about sick of the relentless barricade smashing. Something needs to be done about it. Smash and then groan with no eating does not make for a fun game. --Mookiemookie 13:23, 27 March 2006 (BST)
- Keep - Sorry, Jon, you are alone in being satisfied with the barricade status quo. I'm unsure why having humans outside affects the percentage. Is that so the zombies will make killing the humans their priority? Not enough of a nit to make me vote kill, just wondering. --John Ember 16:01, 27 March 2006 (BST)
- Re - Yeah, pretty much. A zombie's primary focus is killing people. Therefore, when it sees a human outside, it wants to kill him and not worry about the people inside. Dickus Maximus 16:01, 29 March 2006 (BST)
- Kill - I think barricades are too strong, but I don't like this particular suggestion. Timid Dan 16:04, 27 March 2006 (BST)
- Keep - I can see a few arguments against this, but quite frankly they don't matter when it comes down to the real point of this idea: it might make playing a zambah a little bit easier and a little bit funner. It's far from game-breaking and it gives us dead folk a bit more incentive to throw our AP into a barricade. This game should not be about self-sacrifice. I don't play this game so I can spend 15 minutes of my time giving, maybe, somebody else a chance to have some fun. I play it so I can eat some harman bra!nz and make violent fruit-based innuendos. This suggestion? It wins. --Undeadinator 18:42, 27 March 2006 (BST)
- Keep - Yes! This makes smashing barricades truely fun. No there is a chance of feasting after a long days work instead of being bummed out as your last AP only smashes the 'cades to lightly baricaded. --Lord Tataraus 2:01, 27 March 2006 (EST)
- Keep --Dickie Fux 21:37, 27 March 2006 (BST)
- Kill - Kill, kill, kill. Same reason as Jon. And finding gear at malls at a 35% is pretty darn harsh considering the rate at which your items are consumed. Now I'll admit that Zs do have a tough time beating down heavy barracades only to be headshot or revived - but think of the newbies! Life in Malton is tough enough without half the Zombie players out there being able to smash apart your home and feast on your brains. Think of all the great Zombie films - they all revovle arround a war of attrition, about great hordes of Zombies trying to crack open a human safe house (but being bearly held at bay) while hunting them down in the streets. The solution to cracking baracades shouldn't be making it easier for one Z to get in - it should be about making it easier to assemble a huge and unstoppable horde. It's feeding groan and the like that have been introduced and upgraded. It's those skills that need to be improved further. David Malfisto 22:45, 27 March 2006 (BST)
- Re - Think of newbie survivors? Think of newbie zombies! It's really hard being able to hit a person for 2 damage at 20%, moving a square for 2 AP, and starting the day with 35 AP after being headshot. If newbie zombies have this hard of a time, what's wrong with newbie survivors being inconvenienced a little bit (face it, 33% to hit barricades is a lot less of a problem than starting the day with 35 AP)? As for the zombie films, I see your point, and it would be a valid one if survivors didn't have an unlimited amount of supplies (that is, buildings aren't running out of ammo, syringes, etc). It's really only after the people have run out of guns and other supplies that shit really hits the fan. NOTE: I am not advocating supplies begin to run out. Dickus Maximus 04:53, 7 April 2006 (BST)
- Keep - It helps zombies and isn't game-breaking, so it gets my vote. --Sindai 23:54, 27 March 2006 (BST)
- Keep - Zombies needs this. --Cinnibar 01:07, 28 March 2006 (BST)
- Keep - If it's all so perfectly balanced at the moment, why the hell are there so many over-barricaded, totally empty and unused buildings? --WibbleBRAINS 17:34, 28 March 2006 (BST)
- Keep - It works, though this barely gets a keep vote. The survivor knocking the search back down helped lots. I play as both a zombie and a human and I find that playing as my zombie, I can find an open building fairly easily, either that or I can knock down a QS building and kill at least 1 survivor in the remaining AP. Noted I can't kill a survivor every day, but I actually kill less with my survivor then I do with my survivor, who is too concentrated on running around trying to ensure the safety of others and doing all that fun stuff that survivors seem to need to do on a daily basis. BuncyTheFrog 18:18, 6 April 2006 (BST)
- Tally 17 Keep, 3 Kill, 0 Spam 01:36, 11 April 2006 (BST)
Chainsaw
Timestamp: | Monday March 27 2006 |
Type: | Weapon |
Scope: | Humans |
Description: | Chainsaws are the idol of zombie killing ... ironicly it isn't that pratical. Base Attack = 15, Base % of Hitting = 5%. Uses a Fuel Can for each use, it dosn't need to load or reload. Counts as a melee weapon, So max Accuracy is 20%. Also becuse how bloody loud they are, Zombies within several blocks recive the message "you can hear a chainsaw running X blocks to the XAXIS and Y blocks to the YAXIS, dinner is served." |
Votes
- Keep - Author Vote. More damage then the Shotty, Less accuate, and harder to find ammo for. - Porgon
- Kill - Peer Vote. More damage then the Shotty, Too accurate. (max accuracy 20%?! even if the fuel is hard to find, this is way too much; we don't need to give more power to the humans, as they are already powerful) --Abi79 14:22, 27 March 2006 (BST)
- kill - For a bad suggestion and for god sakes use --~~~~ for your sig. I do not think yor vote is valid ecause of no time stamp.--ramby T--W! - SGP 14:25, 27 March 2006 (BST)
- Keep - Seems like a good idea. Works as a Melee Weapon, Additional use for Fuel Cans, Flare Gun and some extra damage for those willing to spend the time looking for its "Ammo". Maybe the Max accuracy can be lowered to 15% but any lower and it'd be useless. -Uncle Snooker 14:33, 27 March 2006 (BST)
- Kill - Nah Dickus Maximus 14:49, 27 March 2006 (BST)
- Kill - I prefer This one a bit more. Mainly because it's not just a slightly better Flare. -Nubis 15:52, 27 March 2006 (BST)
- Kill - Change it to 15% accuracy and I might change my vote.--The General 15:56, 27 March 2006 (BST)
- Dupe - It's not 100% the same, but it's everything this is, but better. And peer reviewed. So this suggestion doesn't really have a point--McArrowni 16:51, 27 March 2006 (BST)
- Kill with fire. --Cerebrus13 16:58, 27 March 2006 (BST)
- Kill I like the other one, this one seems expensive to the point of uselessness, but if it wasn't it would be overpowering. Also, I would get mad if my zombo kept hearing that dinner was served.-Banana Bear4 18:41, 27 March 2006 (BST)
- Kill - Hey everybody, it's chainsaws! Again! --Undeadinator 18:45, 27 March 2006 (BST)
- Kill - Dear god... a human weapon that does a mass ammount of damage... that's exactly what the game needs... -- David Malfisto 22:56 (BST) 27 March 2006
- RE: What? The shotgun is way more powerful than this. It's just adding a bit of much-needed flavour to UD --Cyberbob240 CDF 11:29, 8 April 2006
- Keep - You'd have to be stupid to actually use it (shotguns are MUCH more effective), but it does add some excellent flavour. --Cyberbob240 CDF 11:30, 8 April 2006
- Tally - 3 Keep, 9 Kill, 1 Dupe 01:35, 11 April 2006 (BST)
Inventory organization
A Dupe of peer reviewed Inventory_Stacking --Vista W! 18:53, 27 March 2006 (BST)
Supertagger
Timestamp: | 16:37, 27 March 2006 (BST) |
Type: | Civilian Skill |
Scope: | Survivors |
Description: | "John Lee Supertagger/Tags more than we do/Everything has an outside/Some outsides are too....much."
Ahem. The proposal is for a beefed-up Tagging skill which becomes available once Tagging is purchased. With Supertagger, spray cans will last a little longer still (I don't see that anyone knows just how much Tagging already boosts the longevity of spray cans), but more importantly, the player will have a pulldown from which to select spraypaint, nail, carve or splatter before inputting a message. (Nailing will require a new item, the Hammer, which can be found in the same places as the Crowbar and has only this purpose. Carving requires the Kitchen Knife.) The results are as follows:
Inspired by some of the ingenious tags around the city. I'm sure it will be abused, but no more so than graffiti already is, and it's fun. Allows for even more creativity on the walls of Malton. Net result: - Essentially this results in infinite spray painting, as the player can just keep on selecting nail, carve or splatter and never worry about running out of paint. Since it's a 2nd-tier skill and confers no other benefit, and there's still the AP action cost to consider, that seems reasonable to me. Others may balk at how this deprecates spray cans. See what you think. |
Votes
- Keep - Author vote. --John Ember 16:38, 27 March 2006 (BST)
- Kill - I do not want to see "eyes is watching carved into a wall" - --ramby T--W! - SGP 16:42, 27 March 2006 (BST)
- Re - Er, so you're against spray painting too? "Eyes is watching spraypainted on the wall." What's the difference, really? --John Ember 16:45, 27 March 2006 (BST)
- Keep - Although I'm not fond of making a new item for the purpose (Hammer)overall I think it's not too bad. I'd almost consider adding 1 XP to what is gained just from Tagging, or doubling that XP, although that may overpower it considering you don't need the Spray Cans anymore. -Nubis 16:47, 27 March 2006 (BST)
- Spam - Despite this still costing an AP, it essentially spells the end of Graffiti actually costing a person any meaningful time on it, and is far, far too close to a free action for my liking. Spraycans have limits for a reason. --Grim s 17:38, 27 March 2006 (BST)
- Kill - I don't want to arm "STREETS" with this weapon of mass tag-struction.--Mookiemookie 17:53, 27 March 2006 (BST)
- Kill - It would make graffiti entirely devoid of meaning, as now every character with 100 extra xp would be able to tag over everything. The idea's about new ways of tagging is neat though, I might keep a hammer into my inventory so I could nail my own ears onto a wall. -Banana Bear4 18:34, 27 March 2006 (BST)
- Kill - What Mookie said. You give him a hammer, the guy's going to be carving "STREETS <3'S CHACHI" into every wall and tree within a week. --Undeadinator 18:49, 27 March 2006 (BST)
- Kill You shouldn't get unlimited spraypainting. There's a limit to prevent one person from covering every building in the suburb with their inane message. --Jon Pyre 19:14, 27 March 2006 (BST)
- Kill - Streets is watching, enough said.--Bermudez 22:16, 27 March 2006 (BST)
- Kill - It's a free meal. HOWEVER if you changed it so that using other forms of "graffiti" didn't give XP, then this'd be a fine and dandy idea. David Malfisto 23:01, 27 March 2006]
- Keep - Simple, elegant, requires item to do some variations, a use for a kitchen knife. Marks territory a variety of ways. Perfect. --MrAushvitz 17:38, 27 March 2006 (BST)
- Kill - Ditto MookieMookie. --Gene W! - Talk 05:46, 28 March 2006 (BST)
- Tally 2 Keep, 9 Kill, 1 Spam 01:34, 11 April 2006 (BST)
Shotgun Smash
Timestamp: | 17:35, March 27 2006 (BST) |
Type: | New Attack |
Scope: | Survivors |
Description: | Being a role player I have always thought of how cool it would be if you could attack other people with the end of your shotgun, this would also be useful if you have ran out of ammo and need a weapon.
In game terms if you have a shotgun in your inventory then you gain a new attack; club, it would have a damage of 2 and a hit rate of 10%, with hand to hand combat it would be increased to 25% |
Votes
- Keep - Author vote. How sad is it to vote yes on your own suggestion?--John Z. Delorean 17:45, 27 March 2006 (BST)
- Kill - I would never use it. --Cah51o 18:16, 27 March 2006 (BST)
- Keep - Seems ok.--Dread Lime 18:38, 27 March 2006 (BST)
- Kill - Not particularly useful. Sure, it's not overpowered, but Survivors aren't exactly lacking for ways to inflict damage. Timid Dan 18:50, 27 March 2006 (BST)
- Kill - Exactly the same as a Baseball Bat, Length of Pipe, or Kitchen Knife. If you want to do this, just get any other weak melee weapon, they're not that hard to find. Better yet, do like every other character int he game and get an axe, that is better than the "shotgun club" in every way. This idea is characterful and balanced, but is not useful. --Norcross 19:09, 27 March 2006 (BST)
- Kill There's no point to it, and there are already enough crappy flavor weapons. --Jon Pyre 19:18, 27 March 2006 (BST)
- Kill - No point to it, as it's pretty useless.--Mookiemookie 19:22, 27 March 2006 (BST)
- Kill - I love the flavor, but who would use it? --Arcibi 19:42, 27 March 2006 (BST)
- Kill - Just one word, why?--The General 20:47, 27 March 2006 (BST)
- Keep - Same reason for the length of pipe and the such, only it combines a shooting weapon and a melee weapon into one item slot, so it's slightly more useful. I like it. --TheTeeHeeMonster 21:26, 27 March 2006 (BST)
- Kill - TeeHee's Keep has spurred me from my apathy to this. There's a reason that the length of pipe and so forth exist. Is this a logical weapon? Sure. Flavor? Alright, groovy baby. But I don't see the need to give the already heavily-armed harmanz a Swiss Army knife. --Undeadinator 23:46, 27 March 2006 (BST)
- Kill - I made "Pistol Whip" and "Rifle Butt" before with this in mind, didn't get a good response.. too bad though cuz if that option was allowed a lot of players would "bitch slap" the occasional zombie with a gunstock, just for fun. (you know you would!) --MrAushvitz 17:38, 27 March 2006 (BST)
- Tally - 2 Keep, 10 Kill, 0 Spam 01:33, 11 April 2006 (BST)
Groan Volume
This suggestion has been found to be a dupe of the Feeding Groan mechanics already in place. 5 Dupe votes (including my own) and 1 keep. Velkrin 22:00, 27 March 2006 (BST) }}