Suggestions/27th-Nov-2005

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

27th November, 2005 - VOTING ENDED: 11th-Dec-2005

Dont touch that!

Timestamp: 00:05, 27 Nov 2005 (GMT)
Type: an improvement in my book
Scope: for any searching survivors
Description: I suggest that there be a menu where you have a list of all the types of items that you have ever found. There would be boxes to check next to the items. Once checked, you will drop that item after searching and finding it. For exaple: if you check "pistol", you will recieve a message like this if you find one

"You find a pistol, but decide not to keep it. You drop it."There would still be the same chance of finding items and not finding anything.

Votes

  • Keep - excellent, will stop you gettting usless items and then wasting time and hits on the site removeing them.Miserenz 06:55, 9 Dec 2005 (GMT)
  • Kill - Just drop it on your own. --TheTeeHeeMonster 00:43, 27 Nov 2005 (GMT)
  • Keep - I can't see why not. --Lucero Capell 00:42, 27 Nov 2005 (GMT)
  • Keep - save me some time and hits on the surver.--Deathnut 00:49, 27 Nov 2005 (GMT)
  • Kill - Not as useful as similar, previous suggestions. --Shadowstar 00:49, 27 Nov 2005 (GMT)
  • Kill - Change so that the list of items is based on your current inventory; slightly less useful, but the server already has that list populated, and it will still help with Flak Jacket, GPS Unit, DNA Extractor, and all weapons. --Dickie Fux 01:01, 27 Nov 2005 (GMT)
  • Kill - Stop! Hammer Time! But seriously, can't you just drop the item for 0ap? --ThunderJoe 01:05, 27 Nov 2005 (GMT)
  • Kill - you can always drop it, besides, it wouldn't help server load - it would have to check against your list anyway. - Skarmory 10:02, 27 Nov 2005 (GMT)
  • Keep - Me hates using up unnecessary hits on the main script.--Kindie 14:57, 27 Nov 2005 (GMT)
  • Keep - I'm ok with anything that may help the server without too much coding. --Seagull Flock 15:04, 27 Nov 2005 (GMT)
  • Kill - I hate everything. --Faceface 16:57, 27 Nov 2005 (GMT)
  • Keep - Anything which saves server hits is a good idea by me.--The General 18:35, 27 Nov 2005 (GMT)
  • Kill -- There's always the manual way. No value in this. Kevan's time could be better spent on other things. --Nov 12:22, 28 Nov 2005 (GMT)
  • Kill I was abused as a child, so i make suggestions like this. strangers liked to touch my no zone--Spellbinder 02:46, 29 Nov 2005 (GMT)
  • Kill It's pretty useless, just drop what you dont want on your own, it doesn't waste AP to just drop something. --AshJWilliams 02:18, 30 Nov 2005 (GMT)
  • Kill - there are other solutions for this problem. --Squashua 20:27, 4 Dec 2005 (GMT)
  • Kill - actually, this leads to even more server hits --Hagnat 02:35, 5 Dec 2005 (GMT)
  • Kill -- Just let it all accumulate and spend one day dropping everything. -- Tabs 17:58, 9 Dec 2005 (GMT)

Nail Gun

Timestamp: 01:23, 27 Nov 2005 (GMT)
Type: Weapon
Scope: Survivors
Description: Nail Guns could be found in warehouses and various other areas where it is plausible to find one. One such place could be a building where there is supposedly construction going on, making it alot less likely to find one in a regular building than a warehouse. These could be implimented in one of two ways. One is to make the Nail Guns 3HP per hit at the same rate as a pistol but with alot more ammo seeing as Nail Guns can hold up to 20 nails. To make it a bit more complicated would also require the use of CO2 canisters, one for every 20 nails. A further suggestion which some may not take as well is that if you use a Nail Gun in a building with a generator or that has power, it shoots up to 5HP per hit because it now has a power supply to run the air compressor. I would really love to see this implemented as an alternative/splicing of the Pistol and Axe(low HP and high percentage). So in short, you would need to find: Nail Gun, CO2 Canister, Box of Nails(20) to work it right or lose the CO2 if you are in a generator powered building. Feel free to make suggestions/changes so we could have the best possible chance to make this happen!

Votes

  • Kill - Having to find CO2 canisters, and boxes of nails, just to fire the nail gun? And having a power supply to amplify its power? No thank you. --Lord Kelvin 19:31, 26 Nov 2005 (CST)
    • Re - We dont even need the CO2, should I just take that out of the main body of the suggestion?. --Trayton 01:43, 27 Nov 2005 (GMT)
  • Kill - Could you come up with hit percentages? The damage is probably a little high, too, considering how much ammo it holds. The CO2 is a good idea, to keep from having to make the damage and chance to hit too low. And don't raise the damage in a powered building; the benefit there is not needing CO2. I think it could be a good idea with some tweaking. --Dickie Fux 01:48, 27 Nov 2005 (GMT)
  • Kill - We already have enought guns as it is. No need for any more. And what are the odds of finding a CO2 canister in a wearhouse, a Nail gun, and a rack of nails that have not been damaged. And do you know about the safties that are on a nail gun? The gun would only work if you had the end of it pressed up against whatever you wanted the nail to go in. And you can't just put your hand on it, the safety goes into the gun and it is surrounding the barrel, so unless you want to have holes in your hand, or get that close to a zombie, or just wnat to put a sighn on its back, this is a bad idea. It's just me ranting though. Oh yeah, and this is not Hitman 2. --ThunderJoe 02:06, 27 Nov 2005 (GMT)
  • Kill - Its like a crappy axe. --Vellin 02:50, 27 Nov 2005 (GMT)
  • Kill Nailguns are lethal, but guns are far more so lethal. Besides, theres the safety, and to remove that safety it does require a certain amount of knowledge behind how the tool works. Lets just keep this as an imaginary object that we use to make barricades okay? Thanks. AllStarZ 04:05, 27 Nov 2005 (GMT)
  • Kill - I would only like this if it allowed for better barricading. --LS 23:14, 26 Nov 2005 (GMT-5)
  • Kill I agree with the guy on top of me. --Carfan7 05:14, 27 Nov 2005 (GMT)
  • Kill I dont see why Carfan is bothering us with his sex life. --bbrraaiinnss 07:02, 27 Nov 2005 (GMT)
  • Kill - Though I like the idea. remidns me of a HL mod. Maybe could work with some simplification. Feel free to resumbit this, if we ever get a 'tinkering' skill, allowing a surivvor to remove the safety with a toolkit. Might also help with barricades. - Skarmory 10:06, 27 Nov 2005 (GMT)
  • Spam - Ludicrusly useless.--The General 18:47, 27 Nov 2005 (GMT)
  • Kill - ROFL bbrraaiinnss. Oh, and NO. --Fixen 19:49, 27 Nov 2005 (GMT)
  • Kill, thats just not right, leave poor carfan's abused and loanly sex life alone!--Spellbinder 02:51, 28 Nov 2005 (GMT)
  • Spam -- Author has a version 2 below. This should be removed. --Nov 12:23, 28 Nov 2005 (GMT)
  • Spam -- And Spam makes three. --Athos710 13:46, 9 Dec 2005 (GMT)
  • Kill -- Fine, implement it. Then, after I get one, I'm going to turn it on every single person who ever suggests any new kind of gun ever again. NO!-- Tabs 18:01, 9 Dec 2005 (GMT)

Sneak

Timestamp: 03:37, 27 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: After attaining this skill Survivors are allowed to toggle it on and off. While it is on the Survivor is not visible to ALL players, neither Zombies nor Survivors, that is, the name does not appear on the grid and there is no text that states that they are in an area. While Sneak is toggled on by a Survivor he or she is able to move from place to place and perform all normal actions except for attacking at the cost of one extre AP. If Sneak is toggled on the Survivor is still visible until it enters a square with no other players, however, the extra AP is still spent. Whenever a player enters a square with a Survivor using Sneak there is a chance that they will be discovered and Sneak will be toggled off, thus making it impossible for people to Sneak in large groups (they will toggle off each other's Sneak) and making it impossible to Sneak past large groups of Zombies. If a Survivor runs out of AP with Sneak still toggled on it will be turned off and they will be left vunerable. The main justification behind this skill is that humans, in order to survive in the wild, naturally sneak places seeing as we just aren't very strong fighters.

I guess a lot of the votes make sense, but I don't understand what Shadowstar said about how it would only help PKers... I'm not saying that it would be easier to sneak around a group of humans than it woul be to sneak around a group of zombies, if that's what you're thinking.

Votes
Please read the whole thing. Or at least that one part in bold. Now I'm not going to point any fingers at people who didn't...

  • Kill - Justify how you would "sneak" out of Caiger Mall with many, many hundreds of Zeds around... I still don't buy the whole Cloak of Invisibility thing. "Be vewy, vewy qwiet..." --Caknuck 03:45, 27 Nov 2005 (GMT)
  • Kill - I honestly don't see the point of this skill. This isn't Splinter Cell, and the idea in general seems poorly written. --Lord Kelvin 21:49, 26 Nov 2005 (CST)
  • Kill This is not a stealth action game. Totally against the games flavor. --Zaruthustra 03:58, 27 Nov 2005 (GMT)
  • Kill - I don't even see how it'd be impossible to sneak past large groups of zombies... Anyhow, even if it were true, I don't see this being very useful except to spies from the zombie/PKer sides. --Shadowstar 03:59, 27 Nov 2005 (GMT)
  • Kill Um, zombies can smell you too you know? And if you are in the middle of the street and theres a hundred zombies around, do we assume that you can tiptoe your way through them? Or do you do the zombiewalk like in Shaun of the Dead? AllStarZ 04:23, 27 Nov 2005 (GMT)
  • Kill - Metal Gear Solid 5: Urban Dead? Seriously, I don't see the point to this suggestion. - KingRaptor 05:23, 27 Nov 2005 (GMT)
  • Kill - If people actually used it it would make the game unplayable. Now, on the other hand, there ought to be a 'fool zombies by pretending to be one' skill because that sometimes works in the movies (see Shaun of the Dead). --Vair 06:12, 27 Nov 2005 (GMT)
  • Kill - I don't quite follow how the mechanics of this would work. I don't think it's a necessary addition, in any case. --Dickie Fux 14:41, 27 Nov 2005 (GMT)
  • Kill - I dont see a point in sneeking, but seriously, sneaking wasnt invented by metal gear solid... its rediculous to expect people not to be stealthful, since I think zombies run off of movements and sounds more than sound, hell there own rotting corps would be a serious preventer of smelling, were not sharks here. The reason I vote against this is realistically the zombies have a hard enough time finding people not in shelters, we shouldnt add to that... --Ringseed2 16:24, 27 Nov 2005 (GMT)
  • Kill - Long, rambling and unclear description. Make it clearer and I may change my vote.--The General 18:54, 27 Nov 2005 (GMT)
  • Kill - I know where you're heading, but I think survivors are sneaking enough as it is. They charge up enough energy over the last 24 hours, run out, do their stuff, and run back - all in 10 minutes or less. I think that qualifies as sneaking. --Fixen 19:51, 27 Nov 2005 (GMT)
  • Kill - You will eat my poopie and love it! But seriously, I dislike the whole sneaking thing... zombies rely more on smell in my view.--Milo 22:47, 27 Nov 2005 (GMT)
  • Kill - Makes it impossible to be killed when not online, and not really useful for anything else. --Jon Hawk 02:09, 28 Nov 2005 (GMT)
  • Kill read it, just so you know. still wish that it would ninja vanish--Spellbinder 02:52, 28 Nov 2005 (GMT)
  • Kill -- super invincible (and invisible) survivor? Doubt I'd want that anytime soon. --Nov 12:24, 28 Nov 2005 (GMT)

Drunk

Timestamp: 04:55, 27 Nov 2005 (GMT)
Type: Item effect change
Scope: Survivors
Description: After using the Wine or Beer items a few times within 25 hours a Survivor will become a bit Drunk. The Survivor's melee attacks will become a little more powerful but attacks with all weapons become less accurate. Maybe being drunk would also make searching less successful.

Also, beer and wine would be more likely to heal seeing as people would use them sparingly knowing the consequences and it would be useless for them to be such poor healers and have such great consequences.

I don't think I need to describe the justification; beer and wine make people drunk.

Votes
Votes here

  • Kill - I like the flavour - it might be nice if, the next move after a drink, something minor and fun happens, like you stagger onto a square you didn't click on. But I think beer and wine are pretty much useless enough for this idea to make them an instant drop item. --Vair 06:16, 27 Nov 2005 (GMT)
  • Kill - Some sort of drunkeness effect would be neat, but this is probably too much. Just come up with one small consequence, since beer and wine aren't major aspects of the game, anyway.--Dickie Fux 14:44, 27 Nov 2005 (GMT)
  • Kill - That would be fun, but rather ineffective. Who would want to go and have less accuracy when hunting zombies? If you want health, just use a FAK. --ThunderJoe 15:47, 27 Nov 2005 (GMT)
  • Kill - Unnessecary.--The General 18:58, 27 Nov 2005 (GMT)
  • Kill - Looks good, but can't I just get drunk in an extremely heavily barricaded building and stay there for the night and it would be all the same? --Fixen 19:53, 27 Nov 2005 (GMT)
    • Re - Well, yeah. The main point is that beer and wine will become more useful so normally you would go to a safehouse, get drunk and then sleep it off. But in an emergency, carrying around a bottle of wine or beer could help you stay alive. Like in the Russian army in World War Two: They used the liquor they carried mostly for medical purposes.--HorjeHorje 20:12, 27 Nov 2005 (GMT)
  • Kill Temp modifyers are BAD--Spellbinder 02:52, 28 Nov 2005 (GMT)
  • Keep - I like it! Temp modifiers, if not really that positive, are okay as long as they're self-inflicted. It is unnecessary but it adds flavor and is simple enough. --Biscuit 06:01, 28 Nov 2005 (GMT)
  • Kill -- Vague. Please provide percentages. --Nov 12:25, 28 Nov 2005 (GMT)

Death Grip

Timestamp: 05:07, 27 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This is a skill designed to encourage zombies to form large groups and to reflect the fact it is difficult to escape large hordes. It would work in the following manner: If the number of zombies with Death Grip is equal or greater than a suvivor's level it costs them 2 AP to leave that square instead of 1. So a level 5 suvivor would not be affected by this if there were 10 zombies in a room but only 4 with Death Grip. I think the logic behind this is sound, just look at any zombie movie where someone gets surrounded. There may be server issues though since it would need to check suvivors levels and numbers of Death Grip zombies. Please vote on this in terms of game balance NOT SERVER ISSUES. If it is technically impossible it won't be implented no matter what so vote on it without judging whether it would impose too many calculations.

Votes

  • Keep - I like the idea. Despite your effort, if I thought(knew)the tech problems outweighed the benefit Id vote kill. I think thats a reasonable gripe, even if it is abused somewhat. --bbrraaiinnss 05:50, 26 Nov 2005 (GMT)
  • Kill - It's interesting, but how is it going to work with Free Running? If you get it worked out a little better I'll change my vote, methinks. Though zombies don't need any more encouragement to form large groups. Have you been to Caiger Mall lately? :-P --PatrickDark 06:49, 27 Nov 2005 (GMT)
  • Keep -I like this idea. I find it silly that humans can just walk through a group of forty zombies and not worry about it at all. Suggest that you change it so free running doubbles your level when being calculated for this though. --Stroth 08:36, 27 Nov 2005 (GMT)
  • Kill No. Combo moves are bad, hating on scientists is bad. They rely on hordes for EXP. --Zaruthustra 08:38, 27 Nov 2005 (GMT)
  • Keep - This seems pretty balanced. I assume Free Runners would still pay 2 AP, so maybe just note that. You might make it a subskill of Memories of Life, to reflect some understanding beyond the desire to eat people. --Dickie Fux 14:51, 27 Nov 2005 (GMT)
  • Keep or change I like this idea, it the classic reason why everyone fears zombie mobs in the movies... but I think it should be a lot more powerful like 5 or 10 ap... cause its seriously hard to get away from 10 zombs holding on to you... giving people many many reasons not to go near a zombie horde... this coming from a survivorist whos all for the buffing of zombs... --Ringseed2 22:15, 10 Dec 2005 (GMT)
    • Re - I don't want this overpowered. Remember, it's every time someone enters a room. 10 AP would essentially kill off all suvivors. 2 AP is fair. If a scientist preys on 3 large hordes that's only 3 AP lost to this skill. It wouldn't seriously impair their ability to harvest xp. And it would give suvivors an incentive to avoid large hordes unless they're attacking or extracting which makes perfect sense. --Jon Pyre 17:33, 27 Nov 2005 (GMT)
  • Keep - Makes sense.--The General 19:02, 27 Nov 2005 (GMT)
  • Kill I'd rather an ability that allows zombies to survive on their own if they want. I think that hordes are pretty much a requirement now for any zombie that wants to level-up without getting headshot too much, so we don't really need anything more to encourage joining a horde. If anything, we need something to help feral zombies last better. --Volke 21:08, 27 Nov 2005 (GMT)
  • Kill one word Hords. They all buy everything that they can get and if they have that the game will get very unballanced.--Deathnut 22:00, 27 Nov 2005 (GMT)
  • Keep 1AP isn't gonna kill many people. There should also be a message saying something along the lines of "while exiting the area, you have to fight your way throught grabbing undead hands". Or whatever :P --Monstah 00:31, 28 Nov 2005 (GMT)
  • Kill Something like I was thinking, only not a latent skill. --Jon Hawk 02:03, 28 Nov 2005 (GMT)
  • Kill - Say it with me folks, one more time: Don't. Mess. With. AP. And stop trying to make the hoardes even more powerful as well, it's the low-level newbie zeds who need the buffs, not the experienced groups. -CWD 04:19, 28 Nov 2005 (GMT)
  • Keep - Author voting to outnumber kills. Hey, AP isn't sacred it's just really really easy to unbalance the game by fiddling with it. This is a minimal effect just to reflect the fact that the more zombies there are the harder it is to walk through them. It wouldn't even affect suvivors most of the time since it's based off of suvivor level vs zombies with this skill. --Jon Pyre 09:21, 28 Nov 2005 (GMT)
  • Kill - This will encourage zerging. --Nov 12:26, 28 Nov 2005 (GMT)
  • Keep -- I like it from a RP perspective. --Pesatyel 07:08, 30 Nov 2005 (GMT).
  • Kill - Last thing we need is a reason for Zombies to horde. It's hard on noobies as is.. --Ash J. Williams 19:33, 04 Dec 2005 (GMT).
    • RE - You must not have ever played a zombie. And you must also be mentaly retarded. The game is not hard on new players (unless they pick zombie as a starting class), and there needs to be more ingame incentives for ferals to horde so that they actually stand a chance. phungus420 1513, 11Dec05 (GMT) original author responses only
  • Keep - Makes perfect sense, and given the gross imbalance of the game as is, we need to help zombies anyway we can. phungus420 1510, 11Dec05

Show Destroy Barricades/ Generator

Timestamp: 05:07, 27 Nov 2005 (GMT)
Type: User interaction
Scope: Survivors
Description: Message would appear when a barricade or generator is destroyed (not simply weakened), indicating the survivor who committed the final act. If a flare is visible to all, sabotage in the confines of a barricaded building should be visible to those occupying the building. if voters think this is a legitimate PKer action, perhaps a roll could be included for steath (the generator is destroyed / no one sees you destroy the generator).

Votes

  • Keep - I'd like to know. --Jon Pyre 06:21, 27 Nov 2005 (GMT)
  • Keep - I don't think someone could not notice you beating on a generator with a crowbar or an axe in a crowded building. Though shouldn't you just show everyone's actions for attacks and what not instead, if we're going this route? --PatrickDark 06:54, 27 Nov 2005 (GMT)
  • Keep Its been proposed so many times in so many ways, but simple is just best. --Zaruthustra 08:36, 27 Nov 2005 (GMT)
  • Keep - See above reasons. Riktar 09:20, 27 Nov 2005 (GMT)
  • Keep - Good anti-Greifer measures especially it doesn't increase server load to harshly. --Matthew-Stewart 09:51, 27 Nov 2005 (GMT)
  • Keep -- Ditto -- Skarmory 10:10, 27 Nov 2005 (GMT)
  • Keep - I like this as well. If a zombie destroys the barricade from the outside and/or destroys the generator, would you gete a link to its profile? --Lord Kelvin 5:20, 27 Nov 2005 (CST)
  • Keep - Wouldn't hurt to have this info, and it wouldn't be more than a few extra lines on log in. --Dickie Fux 14:54, 27 Nov 2005 (GMT)
  • Keep - Simple and good, wish all suggestions were. --Kindie 15:05, 27 Nov 2005 (GMT)
  • Keep - I like it. --Seagull Flock 15:08, 27 Nov 2005 (GMT)
  • Keep - Finally, I can figure out who's been lowering my barricades. --TheTeeHeeMonster 16:32, 27 Nov 2005 (GMT)
    • Re -Yep, it's the pixies. Andrew McM 18:31, 27 Nov 2005 (GMT) 18:31, 27 Nov 2005 (GMT)
      • Re - Thanks. Now if you excuse me, I've got an axe with a pixie's name on it. Tee Hee. Tee Hee. --TheTeeHeeMonster 19:25, 27 Nov 2005 (GMT)
  • Keep - Author's note: some consider PKers / Greifers a legitimate part of the gameplay. Doesn't bother me -- but perhaps it is a skill should be earned, instead of some zerging action. New suggestion below as zombie skill (and thus hidden from a personal profile while reanimated) called "Lost Soul" This would be an easier way to impliment anonymous sabatoge.
  • Keep This is important to know, because I can't stand coming online one day and finding out that the hospital's generator was destroyed and we have no idea who could have done it! --Volke 20:45, 27 Nov 2005 (GMT)
  • Kill - I like the paranoia induced by ignorance of who's attacking the barricades...--Milo 22:42, 27 Nov 2005 (GMT)
  • Keep - And make the message bold. --Monstah 00:32, 28 Nov 2005 (GMT)
  • Keep - Lynch the PKer! --Fixen 01:03, 28 Nov 2005 (GMT)
  • Keep No more PKs! --Carfan7 01:23, 28 Nov 2005 (GMT)
  • Keep Brilliant. I want this to go into affect soon. I always thought it would be nice. --MaulMachine 21:10, 28 Nov 2005 (EST)
  • O god yes keep! But, it would be nice if we could see who raises the barricades too.--Fullemtaled 03:12, 28 Nov 2005 (GMT)
  • Kill - Showing who destroys generators: Good. Showing who destroys barricades: BAD. This assumes attacking the barricades is always a bad thing. What about trying to keep barricades to VS so survivors without Free Running can get in? I attacked some barricades in my safehouse earlier today for that purpose. This invites PKing by the "Always barricade as much as possible" crowd against those who try to keep barricades to VS, and I've seen enough of that already. -CWD 04:15, 28 Nov 2005 (GMT)
    • Re - the proposal states "when a barricade or generator is destroyed (not simply weakened)". Of course if you're going to bash barriers to VS -- just speak up and tell people you're why you're doing it.
      • Re: - Totally my bad, I did indeed misread it. -CWD 08:01, 28 Nov 2005 (GMT)
  • Keep -- Although this should really be a spam since I'm sure there are countless of other suggestions in this category. --Nov 12:27, 28 Nov 2005 (GMT)
  • Keep Anything that eliminates the enforced ignorance of surroundings is good. I find it silly that we "wake up" nad have no inclination of what has happened. I mean, I use my 50APs in a span of five to ten minutes usually, does my character get 23 hours of sleep a day? If so, bring on the apocalypse, because I don't sleep nearly enough. --S Kruger

Police Scanner

Timestamp: 10:49, 26 Nov 2005 (PST)
Type: Item
Scope: Survivors
Description: A police scanner could be used to read transmissions given from a police station, and would be found in a PD or tech store. To start scanning, you would use 1 AP to start scanning. You would keep scanning until you used another AP, when you would stop scanning and all messages broadcasted while you waited would show up. This would encourage designated leaders, and lessen the anarchy usually in a mob of survivors, since the person with the scanner would have to sit there defenseless while he relayed messages.
To set up a PD to broadcast, you would need a skill (perhaps a skill branching off from construction?) that allows you to combine a metal pipe, a new item found in junkyards called a metal dish, and possibly a crucifix (perhaps too insulting) to make a transmission antenna. In addition, you would have to have a scanner already in your inventory to use the antenna. It would take 2 AP to broadcast a message, 1 AP to talk and another to set up the line.

EDIT: I forgot to mention that the broadcast would be heard in the suburb only. Not anywhere else, just to the four corners of the suburb, to lessen confusion. If you were in Barrville, you wouldn't want to hear a broadcast from Ridleybank.

Votes

  • KILL - Yikes. You are one heck of a MacGuyver. Can you teach me how to make a nuclear weapon out of a beer, a newspaper, and a DNA extractor too? Giltwist 07:10, 27 Nov 2005 (GMT)
    • Re - It's not all that hard to make a dish out of a pipe and, well, a dish... seriously. Besides, that's why you need a skill. Leeksoup 11:22, 26 Nov 2005 (PST)
  • Kill - Yea, this is just retarded unless you just add an extra ability to Police and Military so they can operate whatever police scanner is already in the building. Hey Giltwist, I can make cocaine from a microwave, baking soda, red 9, and some brown sugar! w00t! --Trayton 07:14, 27 Nov 2005 (GMT)
  • Kill - Sorry man, the radio idea wasn't flying before and it isn't flying now. --Zaruthustra 08:34, 27 Nov 2005 (GMT)
  • Kill - Just get rid of all the building from spare parts. Make a single item to find, and resubmit. --Dickie Fux 14:57, 27 Nov 2005 (GMT)
  • Kill - Look here... "We have 10-78 in Havercroft, 10-79." "10-4." That won't happen. --Fixen 19:56, 27 Nov 2005 (GMT)
  • Spam - Read this same tipe of idea before. Also its a dead city what will the cops be talking about??? --Deathnut 22:02, 27 Nov 2005 (GMT)
  • Kill Jaywalking zombies.--Spellbinder 02:54, 28 Nov 2005 (GMT)
  • Kill -- Vague. Would prefer more concrete details. Also what will the use of a broadcast be when mobile phones, etc. can be used? --Nov 12:29, 28 Nov 2005 (GMT)
  • Kill - I think the idea of a broadband version of the mobile phone to broadcast between powered-up buildings is a novel idea that is worth thinking about... but this one just doesn't fit the bill. Kind of makes it... too easy? Riktar 22:56, 28 Nov 2005 (GMT)
  • Kill Good concept, bad execution. The idea of an item like a short wave radio, or the such that could be set up in a building with a generator and would allow broadcast messages recieved by all other buildings equipped with one too is a good idea. This is too complicated. --S Kruger

Nail Gun v.2

Timestamp: 07:02, 27 Nov 2005 (GMT)
Type: Item
Scope: Barricading
Description: I've thought over the last two comments to my previous nail gun suggestion and now offer this one. Find a Nail Gun in a warehouse or junkyard and have it increase your chances of adding a new piece to a barricade successfully? Say, start out with a high success rate and as the barricade slowly increases in size, the success rate drops, but still gives a better chance of using less AP. NOTE: 1 time use item

Votes

  • Keep - I like the basic idea. Instead of a high tech nail gun, maybe have a nice low tech hammer item and single use nails that could all be found at the hardware stores in malls? Giltwist 07:15, 27 Nov 2005 (GMT)
  • Kill - Barricades already function like this, and its fairly easy to barricade buildings as it is. --PatrickDark 07:35, 27 Nov 2005 (GMT)
  • Kill Barricades are fine already. Also say it with me folks. Chaining your suggestions is bad. --Zaruthustra 08:35, 27 Nov 2005 (GMT)
  • Kill - Change the name of this to "Box of Nails," and give precise numbers on the chances of it working. Also, where would the item be found, and with what chances to find? --Dickie Fux 15:00, 27 Nov 2005 (GMT)
  • Kill - Chaining your suggestions is bad. --ThunderJoe 17:25, 27 Nov 2005 (GMT)
  • Keep - Far better than last time.--The General 19:07, 27 Nov 2005 (GMT)
  • Keep - See Dickie's comments though --Milo 22:39, 27 Nov 2005 (GMT)
  • Keep - I agree, a box of nails would be a better name. doubles your chances of adding parts to a barricade maybe? --Trayton 23:32, 27 Nov 2005 (GMT)
  • Kill -- Barricades work well enough as they currently are. --Nov 12:30, 28 Nov 2005 (GMT)
  • Kill -- Better than the old Nailgun, but barricades work well enough already. --Athos710 13:53, 9 Dec 2005 (GMT)

Drunken Boxing

Timestamp: 07:12, 27 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Once a hand to hand combat skill tree is established, one could buy this skill under Kung fu. Once someone consumes a bottle of beer or wine, thier hand to hand attack percentage increases 25% for X amount of turns. 4 or 5 perhaps? Either that or It increases the attack HP for 4 or 5 turns. What do you think?

Votes

  • Kill - I think we've decided Kung-fu is sort of out of genre here? Grhar! (Zombese for "I know Kung Fu") Giltwist 07:20, 27 Nov 2005 (GMT)
  • Kill Say it with me. "I am not Jackie Chan." --Vellin 07:33, 27 Nov 2005 (GMT)
    • Re -By an' nob Jabie Chan- (I have a cold, jerkass) Andrew McM 11:22, 27 Nov 2005 (GMT)
  • Kill It just doesn't make a lick of sense. "Bill was a normal english man, until five minutes ago when he shot a zombie he realized he had latent kung fu powers". Man, I better stop this before I talk myself into this, its starting to sound cool.--Zaruthustra 08:29, 27 Nov 2005 (GMT)
  • Kill - I love the concept, but it's completely out of place. --Dickie Fux 15:04, 27 Nov 2005 (GMT)
  • Kill Imagine this: Jet Li is in a movie where he wakes up one day to find his wife a zombie. He jumps out of bed in a slow-mo style and then lands behind his zombified wife, and proceeds to twist her head, or do some wicked martial arts fighting. No. People can't learn martial arts on their own. It takes practice and training by someone who knows how to do it. If you are going to complain that people learn to fire a gun or how operate a dna extractor and that takes years of training, well not exactly. Its called "trial and error" and "practising". AllStarZ 16:06, 27 Nov 2005 (GMT)
  • Kill - You should change the name of this skill to 'drunken belligerence' with a %5 increase in damage against a %90 drop in accuracy. --Vair 17:14, 27 Nov 2005 (GMT)
  • Kill - I think we already decided on not having any mystical kung fu powers. --ThunderJoe 17:27, 27 Nov 2005 (GMT)
    • Re -Dammit!!!!! --Bruce Lee 18:29, 27 Nov 2005 (GMT)
  • Kill - Repeat after me "I am not a marshal arts expert".--The General 19:11, 27 Nov 2005 (GMT)
  • Kill - What...smack the zombie in the crotch? I know! Lets have some ultimate spirit ki blaster too! --Fixen 20:06, 27 Nov 2005 (GMT)
  • Kill Sorry, but NOOOOOOOOOOOOOOOOOOOOOO. --Carfan7 01:26, 28 Nov 2005 (GMT)
  • Kill i thought "gangbang" was zombie for "i know kung foo"--Spellbinder 02:55, 28 Nov 2005 (GMT)
  • Kill -- This is Malton, not some place set in the Far East. --Nov 12:31, 28 Nov 2005 (GMT)
  • Kill -- MY TIGER STYLE IS STRONGER THAN YOUR ROTTING STYLE! *accompanying misdubbed mouth movements* -- Tabs 18:09, 9 Dec 2005 (GMT)

Resourcefulness

Timestamp: 08:10, 27 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters (lvl 10+ survivors)
Description: Basically, this just lets you throw junk at a 15% chance to hit for 1-4 damage (decided randomly: 1=25%, 2=50%, 3=20%, 4=5%). Pistol click on empty? Whip it at a zombie's head! Crucifix not keeping them back? Convert it to a shuriken!

Right next to drop, add a button that says "Throw," and select an item from there. Empty pistols or shotguns, crucifixes, cell phones, spray cans, and wirecutters can be thrown.

Votes

  • Kill Might as well run. --Zaruthustra 08:33, 27 Nov 2005 (GMT)
    • Re - would you prefer an increased chance to hit?--DarkExcalibur42 08:40, 27 Nov 2005 (GMT)
  • Kill - "Oh no, a zombie is coming, and he looks angry! I know, I'll just throw this pipe at him and piss him off even more!" - KingRaptor 09:08, 27 Nov 2005 (GMT)
  • Kill - There's something in this though. Character classes who enter the game with a pistol ought to be able to pistol whip zombies when their ammo runs out (which it will do about 6 seconds into the game). Pistol whipping should be a little more effective than punching. --Vair 17:18, 27 Nov 2005 (GMT)
  • Kill -I don't know if the author was trying to be funny but this is so silly it made me smile, thanks.--Matthew-Stewart 09:14, 27 Nov 2005 (GMT)
    • Re - I thought it'd be a funny skill. ESPECIALLY after repeatedly watching shaun of the dead (think laundry basket full of junk). It's not over-powered, melee weapons are still better. Just something fun that doesn't really make survivors tougher --DarkExcalibur42 10:21, 28 Nov 2005 (GMT)
      • Re -Heh, Shawn of the Dead. 'The Batman album?' 'Chuck it!' Andrew McM 11:33, 27 Nov 2005 (GMT)
  • Kill Actually went more like this: 'Purple Rain?' 'No' 'Sign o' the times?' 'Definitely not' 'The Batman soundtrack?' 'Throw it'. In any case, no. If I run out of ammo, i bust out good ol Petey (my axe). AllStarZ 17:20, 27 Nov 2005
  • Kill - It just gives us a reason to not use any meele wepons. Anyway, if I run out of ammo, I whip out good ol Petey (AllStarZ's Axe). --ThunderJoe 17:29, 27 Nov 2005 (GMT)
    • RE -When ThunderJoe and AllStarZ don't have Petey I 'use' it too. --Andrew McM 18:59, 27 Nov 2005 (GMT)
  • Kill - This would really help "throw your mobile phone at a zombie, it would do loads of damage."--The General 19:15, 27 Nov 2005 (GMT)
  • Kill - I don't like the guy behind me either, so... 30 DAMAGE! --Fixen 19:59, 27 Nov 2005 (GMT)
  • Kill -- Zombie Hunters shouldn't be Superman. --Nov 12:32, 28 Nov 2005 (GMT)

Practiced Aim skill REVISED

Timestamp: 08:25, 27 Nov 2005 (GMT)
Type: Skill
Scope: Applies to level 10+ survivors
Description: Would anyone reconsider if this were divided into 2 skills?

Ranged Precision, requires Adv. Pistol or Adv. Shotgun Training. +5% to ranged attacks
Melee Precision, requires Knife and Axe Handling. +5% to melee attacks

This increases the pre-req xp requirements by 200xp for each, totalling 300xp of pre-reqs, plus a minimum of 1000xp previously earned (not counting the 100xp for one of these skills), the bonuses are low, AND they're limited by weapon types.

Votes

  • Kill - Giving survivors more lethality is not the way to respond to a steadily dropping zombie population. --Zaruthustra 08:32, 27 Nov 2005 (GMT)
    • Re - There are no good zombie hunter skills, that's why i suggested this. If you want to fix the zombie population problem, suggest some skills to make zombies nastier rather than complaining that this one doesn't help. and the difference this skill makes at best is 1ap per 10, so little difference.--DarkExcalibur42 08:38, 27 Nov 2005 (GMT)
  • Kill -I agree this is not something the game needs in this form. --Matthew-Stewart 09:46, 27 Nov 2005 (GMT)
  • Kill While I'm quite fond of the melee weapon accuracy upgrade, I'm afraid that adding any accuracy to the guns' accuracy will overpower them. This skill gives them a 70% chance of hitting, which is way too much if you ask me. Gun accuracy is fine as it is if you ask me. --Volke 20:36, 27 Nov 2005 (GMT)
  • Kill -- Why should guns get eevn better? --Nov 12:33, 28 Nov 2005 (GMT)

Paralytic Bite

Timestamp: 08:40, 27 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: This skill is under Infectious Bite. Paralytic Bite allows a successful bite to infect a survivor with a parlytic virus which slows them down considerably, forcing them to use 2AP to move a single block. This has no synergy with Infectious Bite - as per usual, Infectious Bite deals only 1HP of damage per movement. As per Infectious bite, this condition can be cured with the simple application of a First Aid Kit, or any other future method that can cure Infections, and does not affect zombies once the survivor is dead (and, obviously, Zombies cannot be infected).

This is an updated version of Paralytic Bite, a suggestion on Undecided Suggestions.

Votes

  • Keep - Nasty idea! Prevents survivors from fleeing to safety in time.--DarkExcalibur42 08:45, 27 Nov 2005 (GMT)
  • Kill - I'm still not sure about this. I mean, 2AP over a potentially long amount of time is just hell on anybody. You should think about a way to reduce a survivor's ability to flee the immediate area without making it impossible for them to get away once they've reached a certain distance. Perhaps the paralysis only lasts a certain number of actions? Riktar 09:04, 27 Nov 2005 (GMT)
  • Keep- I like it, since it only affects moving it isn't too bad but is still effective. ---Matthew-Stewart 09:17, 27 Nov 2005 (GMT)
  • Keep- good idea, but it should be block-limited i.e. after traveling X number of blocks ( 5?), it wears off.--Heamo 12:29, 27 Nov 2005 (GMT)
  • Kill - The is nice and balanced, so I really hate killing it, but I think the bite attack is strong enough with Digestion and Infectious Bite. --Dickie Fux 15:10, 27 Nov 2005 (GMT)
  • Keep - Voted the same for the first version. --Seagull Flock 15:12, 27 Nov 2005 (GMT)
  • Kill, clearly overpowered and difficult to implement. --LibrarianBrent 16:57, 27 Nov 2005 (GMT)
  • Kill - But here's an idea - make zombie players able to choose between having paralytic or infectious bite. Adds more variety, and doesn't make it unbalanced. --TheTeeHeeMonster 17:19, 27 Nov 2005 (GMT)
  • Kill - I thought bite was already strong enough. But TheTeeHeeMonster's suggestion of making it either/or seemed pretty good. But then the question would be: Should it stack? --ThunderJoe 17:33, 27 Nov 2005 (GMT)
  • Kill - Maybe if it instead reduced max AP to 45 until healed? --Jon Pyre 19:06, 27 Nov 2005 (GMT)
  • Kill I don't like how people want to make survivors have to spend 2 AP per move. Zombies get rid of the handicap for a reason, and besides, as previous voters have suggested, there are better ways to implement this. I personally like TheTeeHeeMonster's idea best. --Volke 20:34, 27 Nov 2005 (GMT)
  • Keep Why is this so overpowered? It just hikes the need to have some FAKs on your characters at all times. I've logged in to 4 infections now, and none of them have done more than 1 HP of damage to me because I carry enough FAKs to patch myself up. --ThunderClaw 21:48, 27 Nov 2005 (GMT)
  • Kill - I said it before and still havent changed my vote. --Deathnut 22:05, 27 Nov 2005 (GMT)
  • Keep - Really, messing with AP is not that big deal. Ankle Grab does it already, and again, 1AP ain't gonna kill anyone. Besides, zombies have to lurch when low level, so why shouldn't humans sometimes? --Monstah 00:36, 28 Nov 2005 (GMT)
  • Keep - I love the concept of another temporary status ailment, but maybe it could work with BOTH the claw and bite attacks instead of just bite. Call it "Wound Leg" or "Hamstring" or something. --Zarquon 03:33, 28 Nov 2005 (GMT)
  • Kill - Like your Mama told ya: Don't mess with AP (any more). -CWD 04:11, 28 Nov 2005 (GMT)
  • Kill - There's no need to buff bite attacks any more at the moment when claw attacks are still underpowered. Change it to Paralytic Scratch or equivalent and I may support it. Also as a concession to the "don't mess with AP" mantra, how about making the paralytic effect prevent the survivor from attacking? The rationale being that the venom concentrates in the extremities affecting the ability to hold a weapon. --Jiangshi 05:23, 28 Nov 2005 (GMT)
  • Keep i like it, flavorful, you never see a bitten person in a movie running for their life, they kinda start to die immediately, slowing down, and eventually giving up.. and a single FAK can fix it, if you don't carry 1 fak at all times, you deserve to be eaten after running outta AP. -- P0p0 05:28, 28 Nov 2005 (GMT)
  • Keep Yes, it messes with AP...but it messes with AP in a way that MAKES SENSE. You're basically giving an infection that starts the zombification process anyway. Walking like a newbie one when infected with a advanced disease form makes sense. --MorthBabid 05:28, 9 Dec 2005 (GMT)
  • Keep I like it. It makes it harder for the harmanz to run off after biting them. It's relatively easily countered by carrying FAK. Nicely done. --Athos710 13:57, 9 Dec 2005 (GMT)
  • Keep Awesome Idea. Of course the survivor only playing fools, who want to play gang wars Urban, w zombies only to function as XP sources are spam killing this. Too bad really, this would be a vast improvement to the game. -phungus420 1516, 11Dec05 (GMT)

Pavlov's Zombies

After several spam votes later, this suggestion simply had a hole open up underneath it and it fell. Its funny, its just that theres a section for this stuff and you should leave that there. Search for the Humorous Suggestions section. I don't think theres an active link to it anymore, but please stop posting any suggestions that are meant to be stupid or funny on the Suggestions page. Thank you AllStarZ 00:01, 28 Nov 2005 (GMT)

I dont remember this getting spaminated but whatever. --Zaruthustra 02:09, 28 Nov 2005 (GMT)


Zombie Hand Attack Accuracy Revision

Timestamp: 09:46, 27 Nov 2005 (GMT)
Type: Balance tweaks
Scope: Zombies
Description: To make things easier for lower level zombies (especially just-dead survivors), the base accuracy of zombie hand attacks should be increased by 5%, while Death Grip's accuracy bonus would be reduced from 20% to 15%.

Votes

  • Keep - You didn't expect me to kill my own suggestion, did you? - KingRaptor 09:46, 27 Nov 2005 (GMT)
  • Keep - Makes sense if you ask me. - Skarmory 10:15, 27 Nov 2005 (GMT)
  • Keep - This would make it much easyer for a Human to play as a zombie without upseting the game ballence. Though this was Grim s's sugestion origionally. --Stroth 10:36, 27 Nov 2005 (GMT)
  • Keep - Don't see anything wrong with it. Helps new zombie players out, so they won't get fed up and leave. --TheTeeHeeMonster 14:25, 27 Nov 2005 (GMT)
  • Keep - Okay, the zombie population is going down again, so I'll say yes to this skill. --Shadowstar 15:07, 27 Nov 2005 (GMT)
  • Keep - Doesn't affect the overall balance, so yes. --Seagull Flock 15:16, 27 Nov 2005 (GMT)
  • Keep - Nice. Easy to implement, without ruining existing characters. --Dickie Fux 15:20, 27 Nov 2005 (GMT)
  • Keep - Zombie noobs are so happy. :) --Sauron the Deceiver 17:03, 27 Nov 2005 (GMT)
  • Keep -- Yay! --Faceface 17:19, 27 Nov 2005 (GMT)
  • Keep - Eh, who am I to vote kill on something so simple? --ThunderJoe 17:36, 27 Nov 2005 (GMT)
  • Keep - I have to vote keep, even though if one of my three curent players becomes a zombie i make for the first nechro tech building. It is excrutiatingly painfull when I have every military skill, but i go zombie and suck. I guess i vote keep. --APOCzombie 17:58, 27 Nov 2005 (GMT)
  • Keep - Its a hard knock life for little zombies. --Zaruthustra 19:13, 27 Nov 2005 (GMT)
  • Keep This was one of the reasons I don't like playing as a zombies except as my zombie character. The base accuracy was better than most survivor newbies, but unlike survivors, zombies can't really do anything to level up other than fight. Something like this will make it so that newbie zombies can last better and lowering the upgrade to keep the end accuracy the same makes sure that experienced zombies won't be overpowered. I see no real reason to kill this. --Volke 20:28, 27 Nov 2005 (GMT)
  • Keep - Choo choo, its the keep train coming. --Kindie 22:16, 27 Nov 2005 (GMT)
  • Keep - I love this man, dared to dream of a better world. Well, maybe not a BETTER world, but a much more fair world. --Vellin 23:48, 27 Nov 2005 (GMT)
  • Keep - Good insentive to play the zed side for awhile. --Jon Hawk 02:00, 28 Nov 2005 (GMT)
  • Keep - Maybe I'll play a zombie, if this works. --MaulMachine 21:17, 28 Nov 2005 (EST)
  • Keep - I like it. Jirtan 03:48, 28 Nov 2005 (GMT)
  • Keep - So say we all, apparently. Miracle of miracles, a zombie buff suggestion that actually gives the hapless newbie zeds a boost instead of just making the high-level hoardes even more powerful! -CWD 04:10, 28 Nov 2005 (GMT)
  • Keep - Wow, we're a happy crew today, aren't we? --Lucero Capell 04:37, 28 Nov 2005 (GMT)
  • Keep - Whee!! --Biscuit 06:05, 28 Nov 2005 (GMT)
  • Keep - Back when I got killed, I tried to fight, but just could'nt land a single hit--Zeek 06:56, 28 Nov 2005 (GMT)
  • Keep - zombies could use it. --DarkExcalibur42 10:25, 28 Nov 2005 (GMT)
  • Keep - Because I like to be in the "in-crowd". Er! I mean... it's just a good idea. Riktar 22:51, 28 Nov 2005 (GMT)
  • Keep It doesn't REALLY change anything, and yet it changes everything...for the better! I approve. --MorthBabid 05:29, 9 Dec 2005 (GMT)

Sharpen Teeth

Timestamp: 2:24, 27 Nov (GMT)
Type: Skill
Scope: Zombies (and in a way, survivors)
Description: A subset of Vigour Mortis, it adds +1 damage to bite (much like rend flesh does for hand attacks), bringing it up to 5. This will not effect survivors with flak jackets, and will give zombies an advantage against those without, raising the value of the jackets to survivors.

Possible Draw-backs: Might make things harder on new players who don't start as cop class.

Votes

  • Kill - I think the zombie attack is ok as it is now, but definitely something to think about if there's any increase/empowerment on survivor's side. Not bad, just keep it in the closet for now. :) --Seagull Flock 15:18, 27 Nov 2005 (GMT)
    • Re - Keep it in the closet... is that a vailed comment that my suggestion is homosexual? :) --TheTeeHeeMonster 15:20, 27 Nov 2005 (GMT)
  • Kill - The benefits of the bite attack are Digestion and Infectious Bite. It's already my favorite attack, and I think it's powerful enough. --Dickie Fux 15:22, 27 Nov 2005 (GMT)
  • Kill - Makes ZK'ing too attractive, as most zeds probably don't have flak jackets. Anything that makes griefing easier is not good in my book --Kindie 15:24, 27 Nov 2005 (GMT)
    • Re - I thought a lot had them: it's like body building and NT employement- you spend some time as a human, get items that will you give an advantage, and go back to being dead. Flaks only do zeds good right now for the most part, except for protection from PKers for survivors. And even then it doesn't help that much.
  • Keep - Hmmm, with this skill, hand and bite attacks will have equal damage/AP, but Bite has Digestion (and Infectious Bite, but it's only applied once and thus doesn't count). However, flak jackets will negate the extra damage. I figure it won't hurt too much. - KingRaptor 16:12, 27 Nov 2005 (GMT)
  • Keep, good idea. --LibrarianBrent 16:58, 27 Nov 2005 (GMT)
  • Keep, I like --Faceface 17:04, 27 Nov 2005 (GMT)
  • Keep - Voting for my own idea now that it has some support and I have confirmation that it doesn't suck out of control. --TheTeeHeeMonster 17:14, 27 Nov 2005 (GMT)
    • Just had a thought though... I can't really see a zombie going round with a little file carefully sharpening his teeth... Lets call this shattered teeth. All those little shards and smashed up fragments of teeth left in a grizzled zombies mouth would probably be sharper than a normal set of gnashers, and better at ripping flesh! --Faceface 17:16, 27 Nov 2005 (GMT)
  • Keep Can't hurt.--The General 19:25, 27 Nov 2005 (GMT)
  • Kill Becuase of digestion, zombies are supposed to choose between an attack that does more damage (claws) or an attack that can heal them and infect the enemy (bite). Zombies almost always use their claws because they do more damage, which adds up fast, but biting still works, too. This suggestion is like added +1 damage to axes for survivors, it ruins the balence of weapons. --Volke 20:25, 27 Nov 2005 (GMT)
  • Kill lets all put our faces on the grind stone. YAYYYY. --Deathnut 22:08, 27 Nov 2005 (GMT)
  • Keep - I do worry about this making the bite overshine the claw, but... this actually gives flak jackets a USE for Survivors other than PK protection! A better solution might be to make this a skill that affects both claw and bite attacks. *shrugs* Just an idea... --Zarquon 03:38, 28 Nov 2005 (GMT)
  • Kill - Pointless. Bite attacks are weaker than hand attacks for a good reason (digestion and infectious bite). Also, the other zombie skills make sense, and this doesn't. How could a zombie grow sharper teeth? --Biscuit 05:36, 30 Nov 2005 (GMT)
  • Spam/Kill - Pretty much EXACTLY the same as Ravenous Hunger (a couple days back...), in which everybody made pretty much the same points. Increasing the Bite's damage by 1 gives the bite a DPA of 1.5, on par with the Claw damage. Thus, Claws become utterly useless for zombies if this is implemented. --Kulatu 16:59, 30 Nov 2005 (GMT)

Memories of Death!

Timestamp: 17:09, 27 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Aside from the cool name, it would enable selected parts of the zombie skill tree to be enabled for survivors. Not sure if this has already been discussed before, so sorry if it has. Humans could follow a scent trail after being attacked / bite zombies for a health boost etc. This suggestion will probably get (rightly) killed on the spot, but I still think the name is cool!

Votes

  • Keep - Because the name is cool! --Faceface 17:10, 27 Nov 2005 (GMT)
  • KILL - Gee! Let's just get rid of the survivor and zombie classes all together! We can be one big homogenized group, with no differences between any of us. --TheTeeHeeMonster 17:13, 27 Nov 2005 (GMT)
    • Atta boy! --Faceface 17:17, 27 Nov 2005 (GMT)
  • Kill --Dickie Fux 17:19, 27 Nov 2005 (GMT)
  • Kill - Well, TheTeeHeeMonster pretty much nailed it. --ThunderJoe 17:38, 27 Nov 2005 (GMT)
  • Kill Repeat after me "Humans are not zombies".--The General 19:32, 27 Nov 2005 (GMT)
  • Kill - Hey! I remember biting that guy! NO. --Fixen 19:38, 27 Nov 2005 (GMT)
  • Kill - The name is cool... but the only zombie skill which could feasibly cross over (and doesn't currently,) is VM.--Milo 22:36, 27 Nov 2005 (GMT)
  • Kill I am SUPERZEDMAN! I have the arms of a zed and I rot like a zed, but I am also a man! Cheer for SUPERZEDMAN! Graghhhhhh! (No) --Carfan7 01:32, 28 Nov 2005 (GMT)
  • Kill -- Urgh... why would survivors want to have zombie skills? --Nov 12:36, 28 Nov 2005 (GMT)
  • Kill - To above poster: Ankle Grab, any one? anyways, if this suggestion was more about simply enabling the few zulu skills which do affect humans, to require a separate skill bought as a human... then I might consider it. Riktar 22:50, 28 Nov 2005 (GMT)

Inhalents

Timestamp: 17:19, 27 Nov 2005 (GMT)
Type: Improvement and Item
Scope: Spray cans
Description: Sorry for the cheesy name, but this affects spray paint and simulates the harmul effects of its vapors. When spray painting outside, you have a 10 percent chance of taking 3 damage. All people outside in the same block have a 5 percent chance of taking 3 damage. If spray painting inside, there is less fresh air, so the user has a 20 percent chance of taking 3 damage and all people inside in the same square have a 10 percent chance of taking 3 damage. This doesn't affect zombies as they are nonbreathing anyways or they don't need some body parts.

For avoiding the inhalents, you have masks, found in fire departments and armories (that's the military's defense against biological weapons, but i'm not saying to put them in the game), but the chance of finding one is a little less than a flare. They , when your HP is 30 or more, will reduce the chance of inhaling to zero. Less than 30 HP will only reduce it by ten percent, simulating the damaged mask. This will make spray cans spray only the most inportant messages, but could be exploited by Pkers to kill large safehouses, increasing the importance of fire departments.

Please do not vote spam just for the name, maybe if someone suggested, it could be changed. Also suggest how to fix it.

Votes
Votes here

  • Kill -- Sounds like moralizing to me! This game should NOT be educational! --Faceface 17:21, 27 Nov 2005 (GMT)
  • Kill - Just hold a piece of your shirt in front of your nose, and don't breathe in. --TheTeeHeeMonster 17:23, 27 Nov 2005 (GMT)
  • Kill - I don't think a zombie would care if he was sterile. --ALIENwolve 17:26, 27 Nov 2005 (GMT)
  • Kill - Turning paint cans into an area affect weapon is a bad idea. --Dickie Fux 17:27, 27 Nov 2005 (GMT)
  • Kill - Hey, lets put into other drugs as well! "Like a bomb, it is," says Master Yoda, but making the game educational isn't that bad. --Sauron the Deceiver 17:35, 27 Nov 2005 (GMT)
  • Kill - You know what they say, Spray without protection can lead to diseases. --ThunderJoe 17:39, 27 Nov 2005 (GMT)
  • Kill People would stop useing spray paint.--The General 19:34, 27 Nov 2005 (GMT)
  • Kill Lets be mask-wearing PKers and smoke up everybody in Caiger Mall! NO. --Fixen 19:41, 27 Nov 2005 (GMT)
  • Kill So wait? Your telling me that an axe to the face does the same amount of damage as vapors from spray cans? --Vellin 20:53, 27 Nov 2005 (GMT)
  • Kill You'd have to be spraying the stuff into your face to be harmed spraying outside. Will there be weather reports "high winds in malton, avoid using spraycans"? --Kindie 22:19, 27 Nov 2005 (GMT)
  • Kill - ...unless we rename them to Nerve Gas Canisters. - KingRaptor 04:39, 28 Nov 2005 (GMT)
  • Kill --Nov 12:37, 28 Nov 2005 (GMT)

Healing Bunker

Timestamp: 17:33, 27 Nov 2005 (GMT)
Type: Improvement
Scope: Underground
Description: Under the armory lies a bunker, which is barricadeable over VS much easier (starts becoming difficult to barricade at quite heavily). In here, soldiers heal their bretheren. You can find faks, fuel cans, crowbars (to help break out in the event of pker trapping them in), and fire axes(like crowbars). When in the armory, you will see a "go into bunker" buttton. The bunker will be described as, "a desolate grey concrete structure abandoned since the outbreak of the virus." It will simply be a grey square with black around it (trapped, can't see fort, when exiting, you arrive at your armory. Like a hospital, it can operate surgery with a generator, that is why fuel cans are availible. There are no weapons or ammo here, though (except fire axe and crowbar), but this will probably make armories more valuable and more hardened against zombies, by allowing quick healing.

Votes
Votes here

  • Kill - I don't see how this would effect the game. There are like 2 or 3 forts and I think all of them have been overrun with zombies. Correct me if I am wrong. --ThunderJoe 17:42, 27 Nov 2005 (GMT)
    • Re: - Well, it's true that the forts are usually overrun, but a lot of people suggest enhancements for forts on the reasoning that if forts are more useful, survivors will be more motivated to defend them.-CWD 04:07, 28 Nov 2005 (GMT) original author responses only
  • Kill I see a pker trapping some noobs and offering a 20% off sale to zombies... :( And ThunderJoe, two forts, but one i'm certain is not overrun. It might be empty. That one in Whittenside. --Sauron the Deceiver 17:53, 27 Nov 2005 (GMT)
  • Kill - There have been other, less complicated suggestions made to make forts more important. This is too powerful. --Dickie Fux 18:25, 27 Nov 2005 (GMT)
  • Keep - I like it and if you kill this one I will probably suggest it again myself.--The General 19:39, 27 Nov 2005 (GMT)
    • Re: - Probably not a good idea, since it will be declared Spam as a rehash of a rejected suggestion. -CWD 04:07, 28 Nov 2005 (GMT) original author responses only
  • Kill - OK, now for my actual vote: No. The idea of some sort of medical facility at forts isn't bad, but I don't get the presence of fuel cans and crow bars, and the entire underground bunker concept is just needlessly complicated. If there were simply another square added to the current fort layout that's an "Infirmary" or something, that would be one thing. -CWD 04:07, 28 Nov 2005 (GMT)
  • Kill -- Remember this is suppose to be a low Tech MMORPG. --Nov 12:38, 28 Nov 2005 (GMT)

Fat Zombie

Timestamp: 18:00, 27 Nov 2005 (GMT)
Type: Zombie class
Scope: Zombies
Description: An amendment to that thing about zombie classes. A fat zombie replaces bite with ram until 200 AP have been spent (they got slim). Ramming is not affected by those bite enhancer skills. To survivors, ram does 5 damage at 5%. To barricades, it destroys 2 parts at 40%. Fat zombies take 3 AP to move to adjacent squares. Also, if a fat zombie is in a building, it takes two AP to get out for every fat zombie in there, regardless of how you exit (Limit of 20 AP cost). Also, when a fat zombie enters the building, it is somewhat like a barricade (People entering the building will have a 40% chance), but it can exit buy clicking adjacent square. Then the fat zombie is like a battering ram and the zombies the soldiers. Ram it Down!! Then CHARGE!!! Now seal the door fat dudes!!!

Also fat zombies appear as fat zombie, not zombie, so you can target them. When targetting a fat zombie, you get a +5% to hit because the target is so large. Like a corpse, a fat zombie is a civilian when revived (one who ate too many McDonalds), but isn't shown as "Fat Guy Here" because humans don't discriminate fat people, especially not in this kind of situation. Another thing is that the fat zombie loses his fatness when going from zombie to human back to zombie because the slight decomposition of the dead body will slim him down a little, but I think this will be good to allow low level zombies to get shots at humans, not just other zombies.

Votes

  • Kill - You have some CRAZY ideas, and I like the thought, but you know, this just doesn't fit into the game. Honestly I could have gone either way, but I figure most people will vote kill so...
  • Kill - I lolled so hard that I fell out of my chair. Edit: But seriously, this could be bad. If the zombies are seiging a building, it would be impossible for survivors to escape. The fat zombie would just be a zombie in the stack, and you would have to go one by one to kill the fat zombie. That would just get annoying. --ThunderJoe 18:22, 27 Nov 2005 (GMT)

(moved discussion to discussion page)

  • Keep - We need more zombie classes, and this is just so funny that I can't say no. Tee Hee. --TheTeeHeeMonster 18:55, 27 Nov 2005 (GMT)
  • Kill - Should I even go into detail about why this is dead? -- YuriRuler90 19:02, 27 Nov 2005 (GMT)
  • Keep - It aint over till the fat zombie sings--Ringseed2 19:21, 27 Nov 2005 (GMT)
  • Kill - And I'm an anorexic zombie. I can slip through barricades. HahahahahahahahaNO. --Fixen 19:42, 27 Nov 2005 (GMT)
  • Keep - Ridiculous..........so i'll say yes.--The General 19:46, 27 Nov 2005 (GMT)
  • Keep - ^ --Milo 22:33, 27 Nov 2005 (GMT)
  • Keep HAHAHAHAHA! This suggestion is funny, but theres a section for it. Humorous Suggestions, no active link, but if u search for it it pops up. AllStarZ 00:05, 28 Nov 2005 (GMT)
  • Kill - Would the zombie lose its super-griefing powers when it burned up its first 50 hours of existing, or keep them but then get bite? This just might be interesting if it was some sort of status effect... Like too much brain munching makes a zombie fat. Except that's not how zombies work, and it's still absurd. And then there's the problem - Just no... I don't believe that I'm not voting SPAM on this one... --PatrickDark 01:41, 28 Nov 2005 (GMT)
  • Keep -Add to the keep!! It would be sooooooooooo funny to see this in the game! I can see it now... Medieval zombie warfare. "Tow that battering ram up to the gate!" and the survivors say, "Barricade!!!" It will be very popular I believe. And it may cause accidents... --Sauron the Deceiver 01:50, 28 Nov 2005 (GMT)
  • Kill - but it was one hell of a try, I'll give him that. --Arcibi 03:48, 28 Nov 2005 (GMT)
  • Kill - Totally rediculous, but good for a laugh. --Vellin 09:49, 28 Nov 2005 (GMT)
  • Kill -- I can just see the anti-gravitationally challenged defamation league suing Kevan for implementing this. Heh. --Nov 12:39, 28 Nov 2005 (GMT)
  • Kill - As a fat guy... I like this idea. Heh. Zombies need new classes. But I'm voting kill 'cuz it just kind of seems unbalanced and not-so fleshed out yet. But I think this idea has some merit and the author should take into account what some people above have said and keep working on the idea. Just not too keen on that block doorway thing. Riktar 22:46, 28 Nov 2005 (GMT)

Sense Prey

Timestamp: 18:17, 27 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: A skill to make it easier for zombies to find humans hiding in suburbs filled with empty barricaded buildings. Zombies with this skill would have the ability to "listen" outside of a building. This would give them a chance to discover if there was anyone inside. Their chances would improve the more people there are (making more noise) by 5% for everyone inside. The zombie would not learn the number of people, only getting this message upon success: "You hear something." It wouldn't harm lone suvivors by leading zombies to them and it makes sense large groups of people would make noise. It would be a fair way to guide zombies to prey. Remember, not everyone hides in a hospital, mall, or police station.

Votes

  • Kill - I understand what you are trying to do, but that would just make the zombie hoards too powerfull. They could go and spot where the groups are hiding after taking a major spot. That just does not seem right. --ThunderJoe 18:24, 27 Nov 2005 (GMT)
  • Kill - The premise of the game is that zombies are dumb and you can hide from them. What would be the point in hiding if the zombies know where all the people are? --Vair 18:28, 27 Nov 2005 (GMT)
  • Kill - This is a good idea. In most zombie movies, the zombies are drawn to human hideouts and safe houses. Something like this suggestion, that spends AP to get that kind of info, seems fair. The only problem is that safehouses with twenty or more people would have a 100% chance for detection. Put in a max percentage (maybe 75% or so), and maybe make it not count Zombie Hunters, just for the hell of it. --Dickie Fux 19:13, 27 Nov 2005 (GMT)
  • Kill - Like the idea, but not the mechanics and our current situation. Survivors tend to huddle up in 30+ crowds in buildings, and if this thing applies, they're dead. If they separate into smaller crowds, they can be killed too. This can really frustrate some people. --Fixen 19:44, 27 Nov 2005 (GMT)
  • Kill - Stuff that stacks has a very low chance of being good. Besides, there was a similar ability a while back that i think made it through. --Vellin 09:50, 28 Nov 2005 (GMT)
  • Kill --Nov 12:40, 28 Nov 2005 (GMT)

Fight for life

Timestamp: 18:32, 27 Nov 2005 (GMT)
Type: balance change
Scope: Zombies
Description: The problem I am seeing is that too many survivors who get turned into zombies quickly go to there nearist clinic to be unzombified which I feel deteriorates the games mentality where people are supposed to fear becoming the undead. At the moment there is nothing to fear about becoming a zombie since its just a minor inconviniance. Even when we are at the 60/40 ratio with the survivors are in the lead, even more of the people under zombies are just survivors waiting at the clinic to be humans again. The solution to this would be to require a feat that can only be aquired at the second or third level of zombie which would allow the person to be elligable to become human again, this making it difficult for those with extra XP from using there human XP to easily become eligable for human right away while keeping it in the scope that people will still continue to play the zombified character in the hopes of being human again and since this would only be required once, it shouldnt be so much of a setback that those who get zombiefied several times give up. This would give players who have been glued to the survivor mindset to try the zombies out for a little while, make it more of a penalty for those who dont want to be zombies, help level out the ratio, and prevent the idea of npc zombies... Edit: This suggestion was put in place because no matter how many bonuses you put on the zombie side it wont improve the situation because too many people refuse to be zombies. And newbs arnt as dumb as you all seem to think they are...

Votes

  • Kill - If I have it right, you're saying that zombies can only be revived if they're above level three, thus forcing people to spend more time as zombies and have more zombies in the game. First of all, why not just require people to earn 100xp or so before allowing them to be revivified? Seems simpler, no? The second point is that it's not as easy as you suggest for a new player to get revivified - you have to be in the game for a while to know where to go to get the jabs and even then it can take a long time if there's zombie activity in the area. My last point is that new players are just not going to want to be forced to play as zombies until they've had a go at playing a survivor. A new player who gets killed and walks among the living dead on their first day is more likely to 1. Hate the game and give up or 2. Forget their character and make a new one than they are to just make a go of it to make your game a bit more fun. I don't think that the answer to the lower number of zombies in the game is to punish new users but to try and think up ways of making it more fun to play the zombie part --Vair 18:48, 27 Nov 2005 (GMT)
    • Re: - First of all, the people who dont want to zombies occures at all levels not just newbs, that will never change but the reason I suggested the second or third level of zombie would to keep all players to play as the zombie, just making it so it requires xp only garrentees the non newbs will get out of the ordeal with no problem at all.--Ringseed2 19:08, 27 Nov 2005 (GMT)
  • Kill -I dunno, maybe just a penalty where you have to gather 10 XP along with the usual 10 Ap before you can get revived? Even then it might encourage PKing in Zombie or Survivor only zones. --Andrew McM 18:53, 27 Nov 2005 (GMT)
  • Keep - I was going to suggest a time limit, but this works better as it forces zeds to actually do something while dead. --TheTeeHeeMonster 18:56, 27 Nov 2005 (GMT)
  • Kill -Only viable if you can think of some way of placeing a similar condition on newly revived zombies to prevent them jumping out the nearest window. If you're going to force survivors to play as zombies when killed then you also need to force zombies to play as survivors when revived. After all zombies have brain rot to prevent revival, survivors don't have any method of avoiding zombiedom upon death. --Rolland CW 19:01, 27 Nov 2005 (GMT)
    • Re - Well when there's an imbalance against the survivors, you can suggest that. And humans don't have any methods of anti-zombination (New word) because that ruins the way the game is played. --TheTeeHeeMonster 19:08, 27 Nov 2005 (GMT)
  • Kill - What Vair said. --Jon Pyre 19:04, 27 Nov 2005 (GMT)
  • Kill - Vair is the man now dog. --ThunderJoe 19:39, 27 Nov 2005 (GMT)
  • Kill - I don't like the idea of stranded newbie zombies all over the street getting headshot every hour. Nobody wants that. --Fixen 19:47, 27 Nov 2005 (GMT)
  • Kill - In theory, a good idea. In practice, a nightmare.--The General 19:56, 27 Nov 2005 (GMT)
  • Kill - Forcing people to play a character class they don't like will just make them abandon the character and start a new one. --Dickie Fux 21:16, 27 Nov 2005 (GMT)
  • Kill TOO LONG TO READ IN ONE SITTING. --Deathnut 22:12, 27 Nov 2005 (GMT)
    • Re - Don't worry, we'll bring out a large print edition with nice pictures :) --Andrew McM 09:28, 28 Nov 2005 (GMT)
      • Strikethru is mods only, yes? And this is a very reasonable objection.--Milo 00:38, 28 Nov 2005 (GMT)
  • Kill - Why do I *have* to play as a zombie if I don't want to. It's annoying enough as it is waiting to be revived at times. --Kindie 22:24, 27 Nov 2005 (GMT)
  • Re: - Thats a great idea, why have zombies at all for that matter, what would we do without revives cause gosh if i had to be a zombie it just quit... seriously fokes, thats the reason why I put this idea up... too many people dont want to be zombies, zombies arent supposed to be uber, they are supposed to be in numbers... there is no way to create those numbers because everyone and there grandma wants to be a survivor... and no matter how hard it is they would rather wait for a revive than act like a zombie. If this doesnt fly ill retry it with the idea that it would be more leiniant on lower level people.--Ringseed2 22:44, 27 Nov 2005 (GMT)
  • Kill - This encourages ZKing and abandonment of characters. People don't like playing zombies? Make zombies fun. Don't make people simply abandon characters in droves. --Shadowstar 00:21, 28 Nov 2005 (GMT)
  • Kill - Firstly, this is only going to increase very low level zombies who are playing the class against their wills. Anybody who wants to play as a survivor is going to just get this skill as quickly as possible the first time he/she gets caught outside a very heavily barricaded building without any AP and then resume being a survivor as long as possible. Secondly, getting zombified is a big hassle unless you're holed up right next to a revive point. It's much easier to get killed than it is to get revived. Thirdly, see Shadowstar's comment. People need more incentives to be zombies, I guess. I can't make a comment personally as to the ratio, as I have a survivor and a zombie character... --PatrickDark 01:55, 28 Nov 2005 (GMT)
  • Kill - I agree with Shadowstar. I don't like playing as a zombie, and I sure as hell don't want to be forced into it. --Arcibi 03:53, 28 Nov 2005 (GMT)
  • Kill - Force people to play as zombies? Not just no, but HELL NO. Shall we do the same in reverse and make it harder for unwillingly revivified zombies to commit suicide? More whining about the supposed human-zed imbalance while swarms of zombies destroy virtually all opposition in their path. Spare me. I'm sorry if I sound harsh, it's nothing personal, but I'm getting tired of hearing this stuff.-CWD 04:01, 28 Nov 2005 (GMT)
  • Kill - You lost me at force zombie --Vellin 09:51, 28 Nov 2005 (GMT)
  • Kill -- forced to play = bad. --Nov 12:42, 28 Nov 2005 (GMT)

Lost Soul

Timestamp: 18:32, 27 Nov 2005 (GMT)
Type: skill
Scope: Zombies
Description: Greifers / PKers are sabotaging barricades and generators anonymously. See "show barriers / gen destruction" above to solve that. But to keep gameplay for PKers etc, I suggest a "Lost Soul" skill -- earned as a zombie, and thus hidden from a profile as an animated civilians (in the same way as Bodybuilding is for Zombies) . The concept: you have to sell your soul to the zombie horde in order to get away with stealth or anonymous destruction as a human. it would probably be easier to implement than parsing the die rolls for tearign things down; is the skill is present, the action isn't announced.. This also cuts down on zerging destruction. Of course, zombie are free to bash away as much as they want. It is their undead nature and right.

Votes

  • Kill I'll change my vote when you make it clear exactly what you're on about.--The General 19:59, 27 Nov 2005 (GMT)
  • Kill - What!? Please make this easier to understand. --ThunderJoe 20:00, 27 Nov 2005 (GMT)
  • Kill - And what happens if I sell my soul to a zombie other than anonymity? No cons? Just pros? No. --Fixen 20:03, 27 Nov 2005 (GMT)
  • Kill - This skill could be summarised as "Sell soul to zombies in return for cloak of invisibility". It just doesn't fit into this universe. --Vair 20:53, 27 Nov 2005 (GMT)
  • Kill - What actually happens? I don't understand what you're saying. --Dickie Fux 21:13, 27 Nov 2005 (GMT)
  • Kill - PKers can feck off. --TheTeeHeeMonster 21:49, 27 Nov 2005 (GMT)
  • Spam - I found this clear enough. It allows you to take down barricades, destroy generators, or PK without other people noticing. Unfortunately, it relies on the implementation of another suggestion, which makes it SPAM.--Milo 22:32, 27 Nov 2005 (GMT)
  • Kill How many times must I say this? A religious implement that intereferes with the game is BAD. This aint another one of those RPGs where theres a freaking paladin who can turn back hordes of zombies alright? AllStarZ 23:57, 27 Nov 2005 (GMT)
  • Kill I have to agree with allstarz, although, a paladin class would be pretty cool IMHO. But this skill isn't. Sorry. --Vellin 09:53, 28 Nov 2005 (GMT)
  • Kill Boarderline spam. Second prize at the ugly fair --Spellbinder 03:05, 29 Nov 2005 (GMT)

Useless items tradeable

Timestamp: 20:38, 27 Nov 2005 (GMT)
Type: Social utility
Scope: Socially-inclined survivors
Description: I suggest that items which are presently useless or effectively useless except for RP purposes have the option of giving that item to other players. Candidates include newspapers, poetry books, crucifixes, beer and wine. (Although beer and wine do have a function, the AP required to drink enough to make a booze-farming multi functional means that it would still be a less efficient means of healing than finding your own first aid kits.) This option would have no effect on survival-oriented gameplay or game balance and would serve solely as a vector for roleplaying. There's not much in-character logic to why these items could be transferred and guns can't, unfortunately.

Votes

  • Keep - Author's vote. --Ben Tucker 20:38, 27 Nov 2005 (GMT)
  • Kill - Why would I want to trade for items I currently discard upon finding? --Jon Pyre 20:41, 27 Nov 2005 (GMT)
    • Re - As stated, the purpose of this is as an RP vector. Its lack of impact upon purely survival-oriented gameplay is deliberate. --Ben Tucker 21:26, 27 Nov 2005 (GMT)
  • Kill - If they are "useless items" why would you trade them. Just drop them for 0 AP. --ThunderJoe 20:43, 27 Nov 2005 (GMT)
  • Keep - I see the point of only trading "useless" items -- so people can role play without affecting game balance. It wouldn't hurt anything, although it's probably not an urgent addition. --Dickie Fux 21:46, 27 Nov 2005 (GMT)
  • Kill - Since your last turn, Randomguy1 gave you a newspaper (x7), Randomguy2 gave you wirecutters, Randomguy3 gave you a poetry book, Randomguy4 gave you a crucifix (x4), Randomguy5 tried to give you a newspaper, but your inventory was full. --Jon Hawk 23:37, 27 Nov 2005 (GMT)
    • Re - The griefing value is minimal, since as noted all of them can be discarded at 0 AP. As far as nuisance value, someone who wants to annoy people can spam more messages just by talking, since he doesn't have to waste AP with failed searches. --Ben Tucker 00:15, 28 Nov 2005 (GMT)
  • Kill - I really don't see a point of doing this...useless items in the game are to be discarded, not to flood people's inventory or waste AP over. --Fixen 00:59, 28 Nov 2005 (GMT)
  • Kill - It may very well be that they can discard the useless items they've been spammed with for 0 AP, but they still have to use their server hits to do so. --Raelin 06:50, 28 Nov 2005 (GMT)
  • Kill - No, this isn't a good idea. --Vellin 09:54, 28 Nov 2005 (GMT)
  • Keep - I don't see why not. Riktar 22:40, 28 Nov 2005 (GMT)
  • Kill, honestly, i don't want to log in and find my inventory full of newspapers and wirecutters--Spellbinder 03:02, 29 Nov 2005 (GMT)
  • Kill - Pointless. Unnecessary. Lots of work. What are you on? --Biscuit 05:39, 30 Nov 2005 (GMT)

PCP(Angel Dust)

Timestamp: 23:48, 27 Nov 2005 (GMT)
Type: Item
Scope: Survivor attacks
Description: Yes, I said PCP. Taking PCP would double your attack HP but cut your accuracy in half. This would go on for um... 5 turns maybe? 10 at the most. Maybe we could add after effects if someone continually uses this. It would be found in Police Stations(evidence lockers) and Hospitals(I wouldnt know why they would have PCP around...)

Votes

  • Kill - Is Wayne Brady gonna have to choke a bitch? --Jon Pyre 23:51, 27 Nov 2005 (GMT)
  • Kill - ^Nope, all thanks to Dave.^ Honestly here, taking a drug that makes you see things is going to help? --ALIENwolve 23:57, 27 Nov 2005 (GMT)
  • Kill Who would want to get high when theyre on the verge of getting eaten? AllStarZ 00:08, 28 Nov 2005 (GMT)
  • Keep - Considering that cutting chance to hit in half then doubling damage has no effect at all on overall Damage/AP, I'm all for this. A button labeled PCP on the interface would be hilarious. --Dickie Fux 00:12, 28 Nov 2005 (GMT)
  • Kill - It's kind of pointless, not to mention I hate drug jokes. I don't think it's worth the time it would take to put into the game. --HorjeHorje 00:16, 28 Nov 2005 (GMT)
  • Kill - Lets not promote drug usage...and what's the point of doing it when you won't be able to hit an elephant at 2 ft distance? --Fixen 00:58, 28 Nov 2005 (GMT)
  • Kill - So... you want to add something with no net effect? Same average damage. Not to mention that the idea makes no sense? How is trippin balls on the white horizon going to make your shotgun do more damage? Trayton, try to think about these ideas before suggesting them. This was almost spam. --Zaruthustra 01:16, 28 Nov 2005 (GMT)
  • Kill - Well I thought it was hilarious. Oh, and Fixen, its not elephants we are worried about, its zombies. --ThunderJoe 03:40, 28 Nov 2005 (GMT)
    • What's wrong with exaggerating it? --Fixen 21:46, 28 Nov 2005 (GMT)
  • Kill - Whoa nelly. What kind of game do you think this is? This is totally inappropriate. --Biscuit 06:07, 28 Nov 2005 (GMT)
  • Kill - This makes no sense. Oh shoot, zombies are coming, I better get high? --Vellin 09:55, 28 Nov 2005 (GMT)
  • Kill - Works for me. *sound of snorting and rending of limbs* --Andrew McM 09:58, 28 Nov 2005 (GMT)
  • Kill -- Drugs is bad for health!!! --Nov 12:45, 28 Nov 2005 (GMT)
  • Kill i would like to thank jon at this time for his correct first vote, and correct first responce--Spellbinder 03:00, 29 Nov 2005 (GMT)