Suggestions/28th-Mar-2007

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Clawshot

Spaminated with 11 Spams, 1 Kill, 0 Keeps. (Reason: teleportation.) --Funt Solo Scotland flag.JPG 13:53, 28 March 2007 (BST)


Body Drag 2.0

Spaminated with 11 Spams, 2 Kills, 0 Keeps. (Reason: pied-piper.) --Funt Solo Scotland flag.JPG 09:50, 29 March 2007 (BST)


Flaks restrict movement

Timestamp: Gene Splicer 22:47, 28 March 2007 (BST)
Type: Item/ability tweak
Scope: Survivors and Zombies
Description: Anyone not wearing a flak jacket would gain a +5% to-hit chance with melee attacks. Alternate phrasing: Everyone gains +5% to hit with melee attacks, and flak jackets now reduce melee accuracy by 5%. This would buff newbie zombies and survivors, as the ones least likely to possess flak jackets, and the ones who that 5% would mean most to (yay knives). Would also allow zombies to choose between meatshielding and damage dealing (without flak = kill more humans, with flak = waste more human AP). It would also mean that zombies who deliberately choose not to sully themselves with human possesions would not be deliberately nerfing themselves.

Keep Votes

  1. Keep - I don't expect this to be allowed to pass, specifically because according to others on here the right of a zombie to act in a deliberate fashion to acquire a flak jacket and thus have permanent 20% protection against firearms without any negatives is sacrosanct, but I'll vote keep because it is believable and would be a good balancer. The PKing argument used below is a flawed one because the overall threat from PKers (a very small percentage of the survivor population) is all-but negligible compared to the threat from the massive number of zombies, so therefore having a human item which is of vastly greater benefit to zombies (who, don't forget, can jump up almost as soon as they die, with no real repercussions) over humans is inherently unbalanced. The problem is exacerbated by the fact that guns are intended to be the primary weapons used against zombies (Over and over again suggestions to improve hand-to-hand success rates have been rejected for this reason), so the primary weapon against zombies is nerfed by the fact that so many zombies have an everlasting 20% hit point protection. This actively encourages the use of the fire axe over firearms, because in spite of extra AP spent on the lower accuracy and the whole single hit point lost against an armoured zombie, the number of AP not spent searching for ammo makes it worthwhile to stick with the axe (whilst we're mentioning PKers, aren't firefighters often deemed suspect because of the ease of PKing early on with them?). All in the name of protecting people from a relatively low number of PKers? Also let's not forget that the current flak jacket system also protects PKers from bounty hunters/revenge-seekers. This suggestion will not only make zombies less like a mobile armoured unit and more like the shambling horde of rising dead that they were always supposedly intended to be (or they could keep the protection and lose a little accuracy in return: It would be their choice) and will also push more users toward the guns which are supposedly the intended primary weapon."Flackjacketed zombies are in the minority". So are PKers. --The Hierophant. 02:16, 29 March 2007. (Edited at 10:37).
    Discussion moved to discussion page. --Funt Solo Scotland flag.JPG 11:01, 29 March 2007 (BST)
  2. Keep - Its too bad that it nerfs zombies, but PKers need the boost. Being a PKer isn't easy, everybody else in the game is out to kill you. --Gm0n3y 19:00, 29 March 2007 (BST)
  3. Keep - i like this. --Duke Garland 21:17, 29 March 2007 (BST)

Kill Votes

  1. kill But since flaks only defend against PKers, it would make their life a little easier. People could dump their flak for +5, or keep it for protection against PKers. This would hurt the human vs. zombies aspect that I personally prefer in the game. - BzAli 23:21, 28 March 2007 (BST)
  2. Kill - I'm not very aversive of this suggestion, but the flaks are used by survivors only as protection aginst PKers, and I don't believe they should be penalized for doing that. Also, I don't believe changing the current base chances to hit is a good idea. If anything, just give a -5% chance to hit without any base increase. --Storyteller 03:06, 29 March 2007 (BST)
  3. Meh. The inherent flaw of flak jackets is that they are useless for (as *I* see it) their intended purposes. A defense against zombies. This just makes flak jackets worse.--Pesatyel 03:56, 29 March 2007 (BST)
  4. Kill -Lovely zombie nerf and Pk-ers boost. Survivors would just drop the flakjacket to aviod the penality, so Zombies would get no benefit but a huge nerf. And pk-ers would get a lovely flackjacket free survivor to shoot. Pk-ers don't need boosting, and half the game getting the shaft is never a nice thing to do. I can see not one beneficial effect for the game. --Vista 08:03, 29 March 2007 (BST)
    Discussion moved to discussion page. --Funt Solo Scotland flag.JPG 11:01, 29 March 2007 (BST)
  5. kill - zombies don't need a melee buff right now, PKers don't need a boost. Why should a flak jacket have a penalty all of a sudden? As for "true zombies", there are already solutions to the flak jacket issue in Peer Reviewed: here and here. --Funt Solo Scotland flag.JPG 09:04, 29 March 2007 (BST)
  6. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:48, 29 March 2007 (BST)
  7. Kill As Funt. --Kamden 15:48, 29 March 2007 (BST)
  8. Kill - Interesting idea, but I have to vote kill because it weakens zombies and boosts PKers, when in reality the opposite is needed. Zombies are already helpless without a horde (and even then their only hope of victory is superior coordination), and a PKer can kill so much more easily than a zombie that it's ridiculous (don't even get me started on what havoc organized PKers could wreak if there were a lot of them). --Reaper with no name TJ! 18:12, 29 March 2007 (BST)
  9. Kill - As a person who has been PKed 6 times already, I can speak my hatred of PKers. Flak jackets are good against PKers as they help waste the AP of someone who is trying to kill you. The last thing we need to do is revise flak jackets and give PKers an advantage. --Kai Tan Sying 05:35 29 March 2007 (MST)
  10. Kill - Flak jackets don't need to be revised. --ZombieSlay3rSig.pngT 19:49, 29 March 2007 (BST)
  11. Kill - As Zombie Slayer. --Anotherpongo 20:44, 29 March 2007 (BST)

Spam/Dupe Votes

  1. Strong Kill -Flak Nerf? Uh, no. Flak=Practically useless. --AlexanderRM 03:02, 2 April 2007 (BST)