Suggestions/29th-Jan-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.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- 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.
VOTING ENDED: 10th-Feb-2006
Making a syringe costs 20 IP hits
I'm going to remove this one, since it seems there is something like this already in game. It seems to cost at least more than 4 hits to manufacture a syringe. Might be the whole 20.
And for the record, the suggestion had 20 Kills versus 7 Keeps.
--Brizth 22:01, 30 Jan 2006 (GMT)
Alien
Removed to Humorous Suggestions with five spam votes, including mine. We don't need to rip off the "Alien" series of movies, thanks. Bentley Foss 03:42, 29 Jan 2006 (GMT)
And take a big fat guess what will happen to it in an hour? AllStarZ 03:54, 29 Jan 2006 (GMT)
Guard (Revised)
Timestamp: | 05:05, 29 Jan 2006 (GMT) |
Type: | Skill |
Scope: | Survivors, Military |
Description: | This is a new version of the Guard suggestion that takes many voting comments into consideration. Many votes mentioned they didn't think survivors were always vigilant or disliked "total awareness" of their surroundings and this suggestion attempts address those concerns. Here's what the Guard skill would do:
A player with Guard would be able to see the identity of any survivor who either kills another survivor or destroys a generator BUT only when that player is at 45AP or higher. This would indicate that a well rested character, not overly busy traveling, fighting, or barricading could instead be on the lookout for enemies. Using this skill would allow people to discover enemies in their midst but at a price. You couldn't log in frequently to rebarricade, assist nearby buildings, etc.. It'd encourage people to wait a day for their AP to recharge and to stay in one place in order to ferret out enemy humans in their midst. This is good for humans AND good for zombies as it would let humans identify enemies and give zombies a greater chance of not having a building rebarricaded by the same person 3 times in one day. |
Votes
- Keep -I serve zombie causes while dead or alive and I don't find this too restrictive. No reason to worry according to the "Serious Business" propaganda I don't exist. Shhhhh... Don't tell them they are wrong... --Contaminated 05:17, 29 Jan 2006 (GMT)
- Keep - It sounds more interesting than before. Maybe lower the AP requirement a bit? 40 AP sounds good to me. The idea is good, so I won't argue about numbers, as Kevan would think on them if it becomes implemented. --Omega2 05:21, 29 Jan 2006 (GMT)
- Kill I just dont like the idea. --RAF Lt.G Deathnut 06:08, 29 Jan 2006 (GMT)
- Kill - Suggestions should foster zombie/human conflict. Not human/human conflict.--Mookiemookie 06:11, 29 Jan 2006 (GMT)
- Re This makes it harder to get away with human/human conflict. --Jon Pyre 06:25, 29 Jan 2006 (GMT)
- Keep --Lord Evans 07:28, 29 Jan 2006 (GMT)
- Keep - Good idea, but I think that the number of APs (45) you need to have to be able to guard is somewhat too big, since that would mean you can do 5 things in a day and still be able to guard it. Maybe you should lower it to ~40APs. --Abi79 07:41, 29 Jan 2006 (GMT)
- Re We can put that people suggested lowering the minimum to 40AP in the suggestion notes if this is peer reviewed. --Jon Pyre 07:45, 29 Jan 2006 (GMT)
- Keep - I'd like a little clarification on the mechanics. Is this a passive skill, or do you have to click on something to activate it? If so, is it at 1 AP cost? Is the action terminated if you take another action or simply drop below 45 AP? What can be guarded? Is it generators OR players, or generators AND players? In the original suggestion, a player could guard barricades, is this still an option? Will guards be shown to everyone else?--Jmwman 08:30, 29 Jan 2006 (GMT) -- Have changed my vote. I do like your suggestion of making Covert Ops more realistic better though.
- Re It is passive. You are no longer guarding once you go below 45AP. It is generators and players. I decided barricade guarding was unnecessary since survivors can attack the barricades from outside for the same effect, there's not really a reason to guard those. Guards will not be shown to everyone else, although you could always check profiles to see who has the skill. --Jon Pyre 18:47, 29 Jan 2006 (GMT)
- Keep -LtMile 12:36, 29 Jan 2006 (GMT)
- Kill - If you want to find out who broke your precious generator, arrange to watch it in shifts with a few mates, and each time it vanishes, record who the last people to log in or take an action were. After several repititions you catch the saboturer if he is staying in the building, and you can then pk him mercilessly. Don't let sloth be a reason to pass a skill whose only purpose is to restrict the ability of others to play the game by making it insanely dangerous for them. Death cultists are people too. --Grim s 13:17, 29 Jan 2006 (GMT)
- Re That's a bit unrealistic. What if someone in the building is searching? Or uses an item? It'd be far too easy to target them instead. Also, I don't think this should have to be a full time job requiring a room full of analysts like NASA has. And what do you mean by "insanely dangerous". They can easily escape and be in another suburb before anywhere there awakens. Or if they get killed guess what...THEY CAN BE REVIVED! And they probably will be because the NT building will have power. --Jon Pyre 18:50, 29 Jan 2006 (GMT)
- Kill - The down sid eto generators is that they are only usefull in Necrotech buildings and Hospitals, if guard can only be used in hospitals and necrotechs and only on generators, then I will vote keep... On second thought, no I won't it would be pointless to just use them on generators on those two buildings. I might vote keep on cades if you could not tell what they brought them down to from what leval. There would be the question if they were doing good or they are zombie spies, - --ramby 13:55, 29 Jan 2006 (GMT)
- Re You can use guard in any building but if someone destroys a generator in a building where it doesn't matter you don't have to act against them. And the player destroying the generator could always say: "Hey, this generator isn't doing anything and is attracting too much attention. I'm going to kill it." --Jon Pyre 18:57, 29 Jan 2006 (GMT)
- Keep - Again, anything that helps cut down on players ninja like ability to destroy generators (or barricades) without being seen will get my vote. -- Nicks 15:02, 29 Jan 2006 (GMT)
- Kill - For the last time, I'm voting on the idea of players keenly observing all other players' actions. No matter what mechanics you employ, I just don't like the core idea. As such, I would vote Dupe, but I don't feel like linking you to the 20 other suggestions (including your own) from which this copies. As for your suggestion itself--this pretty much encourages people to create alts to guard all day long with their 45 AP so they don't waste their real character's time with guard duty. Bentley Foss 15:47, 29 Jan 2006 (GMT)
- Re Making multiple characters that work together is against the rules. We can't stop someone from populating a building with twenty characters if they really want, this is not as severe as that. It wouldn't help cheaters, as they would already be using 5 characters to keep searching up new generators but it'd help honest players like me have a recourse without cheating. --Jon Pyre 18:52, 29 Jan 2006 (GMT)
- Keep - At the moment there is no way to stop greifers (or even discover them) when they go and destroy our generators. We have quite a problem in Eastonwood and need help like this. -- Norminator 2 16:01, 29 Jan 2006 (GMT)
- Kill - Arrange a watch. IF a player walks in, the generator is destroyed, then that character leaves. well then you know who did it. OR alternativly you could just barricade a hostpital/Necrotech up to full and kill EVERYONE that enters. Players and zombies alike.--Uncle Willy 16:58, 29 Jan 2006 (GMT)
- Re What if someone searches at the same time and gets mistargeted? And should people really have to play Urban Dead 24 hours a day? And as for your second suggestion, heck why have human characters at all? I can get some buddies together, kill everyone else, then kill all of them and wander Malton as the last man alive. Then suicide! That's much better than survivors being on one side and zombies being on the other. If we're all zombies then everyone's winning! --Jon Pyre 18:54, 29 Jan 2006 (GMT)
- Keep Author vote. Oh honestly. If the only way to find someone attacking you is to organize fifteen people in shifts to continuously refresh the screen 24 hours a day in order to see who is last active person at the second a generator is destroyed (assuming no IP limits and that someone else won't innocently be searching or enter at the same time) then that should show how important this skill is. The ridiculousness of those arguments should prove to you that this deserves a keep. They're up there with: "If you really want to find who is griefing you just hack into Urban Dead and set up your own watchdog programs to email you every time someone destroys a generator or kills a fellow survivor. If you won't do it just because its illegal and requires an advanced computer programming degree you're lazy and don't deserve to know." Anonymity isn't scary, it isn't in genre, it's just annoying. I want to be forced from buildings because there's a huge horde of zombies, not because some guy is smashing the generator I took all day finding for 5AP. That's not scary, it's just a pain in the ass that I can't use a game feature. Imagine if zombies could give off false feeding groans for 5AP and lead undead to empty buildings. That'd effectively kill the skill and zombies wouldn't have any way to counteract that. It wouldn't be fun, it wouldn't be strategy, it'd just be annoying. --Jon Pyre 19:04, 29 Jan 2006 (GMT)
- Keep - the 45 AP thing makes it pretty balanced. --TheTeeHeeMonster 20:43, 29 Jan 2006 (GMT)
- Keep Considering how VERY easy it is to drop below 45 AP (or even just 40 for that matter), this is not unbalenced. --Volke 21:29, 29 Jan 2006 (GMT)
- Keep - We definately need something like this in the game. --VinLumbtin 21:52, 29 Jan 2006 (GMT)
- Kill--Power Generators can be found easily and PKing is solved by Bounty Hunters and PK forums. This isn't needed.--Shaft121 21:56, 29 Jan 2006 (GMT)
- Re Generators aren't easy to find. It takes about a full day's AP to find and fuel a generator, one that can be destroyed with relative ease. --Jon Pyre 22:37, 29 Jan 2006 (GMT)
- Kill - Since when is a person capable of sitting in a building and watching 400 other people in that buidling, all day all night, checking on every single action each character performs? Suggestion Do's and Don'ts specifically talk about "There is no free lunch" and "Multiply it by a Billion" as hurdles that need to be taken into consideration. Neither of those is respected with any perception-based skill that records all info, and doesn't have an ongoing cost. - Serpico 22:40, 29 Jan 2006 (GMT)
- Re I'm not sure what your point is. There isn't a "free lunch" that refers to getting free attacks or performing actions like barricading or moving without spending AP. "Multiply By a Billion" doesn't make any sense in this context. This isn't giving every single person a 5% increase in attack rates which is what that refers to, this is allowing people to get information. You aren't watching 400 people, you're waiting to hear a scream, the sound of a knife splattering, or the sound of metal being split with an axe. And why am I even arguing that point? "Don't Argue Realism" --Jon Pyre 23:10, 29 Jan 2006 (GMT)
- explanation of myself on your talk page - Serpico 13:12, 30 Jan 2006 (GMT)
- Keep--Good Idea, there could be more efective ideas, but at least this is something--Kirk Howell 23:03, 29 Jan 2006 (GMT)
- Keep -Someone loudly smashing machinery (or barricades) should draw attention to themselves. Duh. Frankly, I don't think this should even require a skill or AP limit. Brett Day 01:43, 30 Jan 2006 (GMT)
- Kill This is moving further from my suggestion. I'll post my idea and see what people think... James 02:07, 30 Jan 2006 (GMT)
- Kill ? I agree with B Foss. ? Bartle 02:56, 30 Jan 2006 (GMT)
- RE I'll tell you why I'm so adamant I think we need a method for safeguarding them. Destroying generators, at least in NT buildings really is griefing. It doesn't serve much of a purpose for zombies. I just spent 9 AP searching manually and found 3 syringes. It isn't like generators make it any easier to find syringes. And NecroNet? Pshaw! I use it sometimes but I keep track of where the large hordes near me are quite well without it. I don't need NecroNet to find zombies. Destroying Generators doesn't help zombies, it just A) Hurts survivor players by making them take much longer to do the same thing. But that's not too bad, it's only 20 clicks. Here's the real crime B) It increases server load! You're making hundreds of players click 20 times as much! All you do if you destroy a generator in an NT building is waste people's rl time and tax the Urban Dead server, costing Kevan money and slowing the game. --Jon Pyre 06:19, 30 Jan 2006 (GMT)
- Kill - At 45 APs, this is too weak to be useful. Currently, nobody ever logs out with that many APs unspent. Your current AP reserve isn't updated until you actually hit the server, so you won't become able to detect these things until you log back in, at which time you'd want to spent them, not waste a day's worth of APs on the off chance someone is going to vandalize your generator. Rhialto 14:34, 30 Jan 2006 (GMT)
- Re It wouldn't be worthwhile for people to do this on purpose, but assuming multiple people only logged in when at full AP and had full AP and different times those that happened to spot misdeeds could inform the others. --Jon Pyre 15:46, 30 Jan 2006 (GMT)
- Keep Sounds good to me, and something like this would cut down on the number of people killing generators "Because it's fun." It might be for you, it's not for eveyone else. Down with anti-social behaviour! --Doc Steiner 17:04, 30 Jan 2006 (GMT)
- Kill - The human body needs around 8 hours of sleep per day, but can function with less. That's still only 16 AP periods worth of game time. Assuming that survivors needs to have 45 APs to be rested and awake assumes that they have to sleep for 22 hours a day? The original idea was far better. The only people who would have voted kill on that are the ones who want to encourage the sort of absurd anonymous sabotage and PKing. Fundamentally, the idea is sound. Players should not be able to simple wander around and murder and vandalize at will, and the rest of the population should not have to play all day to counteract them. The people suggesting that are the same fools who voted against the idea of Headshot causing a 10 minute real time delay to the zombie. Somehow the zombies who can't play at any time of the day should be protected, but the suggestion for the survivor is to play all day? And the ones who can only play at limited intervals just have to suck it up? Yeah, that's retarded. -- S Kruger
- Kill - Too easy to keep a 50AP survivor around by simply not using it for anything. Checking a building for sabateurs would take only one IP hit per day, and no APs. --AtteSmythe 17:54, 30 Jan 2006 (GMT)
- Re You waste a survivor's abilities by only using them as a lookout. And we can't help it if people zerg. Having honest players able to keep lookout is better than survivors making alt characters to find generators to replace the ones being destroyed by other alt characters. --Jon Pyre 18:00, 30 Jan 2006 (GMT)
- Keep - You know how I feel on the subject... --Blahblahblah 03:52, 31 Jan 2006 (GMT)
- Spam (Due to new update): The new update deals with this already. Ignatius Newcastle 17:45, 3 Feb 2006
- Final Tally - 16 Keep, 13 Kill, 1 Spam - 18:41, 24 May 2006 (BST)
Drag Corpse (version 2.0.spud)
Retracted. Seems I somehow forgot that Human Corpses stick to the ground like Spider-Man or weigh several tons or something. May resubmit as "Fifty players with a forklift and truck can move one corpse one tile for 50 AP each." -- Amazing (Sacred Ground Policy - McZed's™) 07:04, 30 Jan 2006 (GMT)
- No, you forgot that people dont like other people moving their characters around when offline, and went around labelling every kill vote as "Invalid" --Grim s 07:11, 30 Jan 2006 (GMT)
- Also, you forgot to mention that it wasn't AP effective. I spend 3 AP so they can waste 1? Yeah, seems like something I'd do every day. --TheTeeHeeMonster 20:45, 30 Jan 2006 (GMT)
Flashlight & Batteries
Timestamp: | 18:40, 29 Jan 2006 (GMT) |
Type: | Items |
Scope: | Survivors Searching |
Description: | Flashlights would use 1 AP to turn on and 1 AP to turn off. Whilst turned on it makes it easier to find items by increasing the successful search ratio (something along the lines of +5% or +10%) not too high. But they would require 2 batteries to work. Which have to be found seperately and used seperately. Thus, you have to use AP's searching for both a flashlight and batteries and then use more AP's loading the batteries into the flashlight. This, I feel makes up for the advantage of increased luck with searching. Batteries would last for about 20 searches (variable) and if the flashlight is left on the remaining battery power is drained 50% per hour. This means if you turn on the flashlight and log out, if you log back in 2 hours later they will be drained.
Flashlights can be found in: Malls, Junkyards, Fire Stations, Police Departments, Armories. Batteries can be found in: Malls, Junkyards, Auto Repair Shops, Armories. But using them to search in either malls, armories or buildings with generators will have no effect. This way it can be ensured that people who hog the malls and armories will not gain any benefit as they will be able to find both flashlights and batteries in the same building. The idea behind this is the only place where someone can find both and have increased luck searching using them is in a Junkyard, which is outside and exposed. Batteries could also open new possibilities, ie; using batteries to power mobile phones. Or other new battery powered items. (not electric toothbrushes or dildo's) |
Votes
- Kill - Searching is balanced as it is. --TheTeeHeeMonster 18:50, 29 Jan 2006 (GMT)
- Kill - Agreed. Anyway, you realise you are actually making forts less appealing (which really doesn't need to be done)?--The General 18:54, 29 Jan 2006 (GMT)
- Kill "Science" is just a guise of sorcery, and anything that promotes more technology is the work of the devil. --Jack-Swithun 18:56, 29 Jan 2006 (GMT)
- Kill - Seems needlessly complex, you need to collect two things, combine them, keep track of time, count searches. --C tiger 18:58, 29 Jan 2006 (GMT)
- Kill - I don't have time to clean my teeth manually after a long day of killing zombies, I need an electric toothbrush. --Arcos 19:16, 29 Jan 2006 (GMT)
- Kill We don't need items to make searching for items easier. --Jon Pyre 20:09, 29 Jan 2006 (GMT)
- Kill - do the math 20 searches at 5 to 10% gives you 1 to 2 extra items. for that you have to find 3 items and spend extra AP to combine them. It doesn't help it actually nerfs searching. who is going to use it?-(Bentley Foss, I thought they were marginally different enough, unfortuneatly)-Vista 20:31, 29 Jan 2006 (GMT)
- Spam I'd vote kill, but this doesn't really have any redeeming feature since it introduces items nobody will use, needlessly uses up survivor AP, and the buildings they are found in will be nerfed since they will reduce the chances of finding any of the USEFUL items in them! --Volke 21:14, 29 Jan 2006 (GMT)
- Keep--This would allow survivors to search in a non-powered building, and the lack of text showing 'light's inside' would allow survivors a very very small amount of extra protection--Shaft121 21:50, 29 Jan 2006 (GMT)
- Kill - Shaft121: You already can search nin a non-powered building. Anyways, I don't think it is worthwhile to search for batteries and flashlights just to get a slightly better chance of finding something. --Mikm 00:54, 30 Jan 2006 (GMT)
- Dupe - Dupe, Dupe, Dupe, and probably several others that I've not bothered to link. Read the old suggestions, people. Bentley Foss 04:43, 30 Jan 2006 (GMT)
- Dupe - Seconded. --MorthBabid 20:16, 30 Jan 2006 (GMT)
- Final Tally - 1 Keep, 8 Kill, 1 Spam, 2 Dupe - 18:41, 24 May 2006 (BST)
Zombie Hide Skill
3 Dupe votes,links Fair HIDE Suggestion, Hiding, Holiday hiding(improved), Fiegn Death, lurk in closet --Jack Swithun (Sermons ? Church of the Resurrection) 18:58, 30 Jan 2006 (GMT)
Please take any discussion to the talk page, thank you. --Jack Swithun (Sermons ? Church of the Resurrection) 18:58, 30 Jan 2006 (GMT)
Introduction of some kind of plot
Timestamp: | 22:34, 29 Jan 2006 (GMT) |
Type: | Game shift |
Scope: | Everything |
Description: | Right, so when I was looking over the discussion page someone was wondering about the lack of plot in the game. 1
Therefore I came up with this. Urban Dead would be restructured into a phase-based game. The game would reset every 3 months, with profiles being cleared of skills (but accounts and character names left reserved). There'd of course be a notice of the next reset so people wouldn't start an account the day before the reset. Now, to the crux of the matter: Every month in each 3 month period is a distinct period in the life of a 'zombie outbreak'. The underlying game remains the same throughout the months but some world-encompassing rules are changed on the month changeover. Month/Phase One. 'Outbreak'. During this month, because the zombie outbreak has just started, evacuation has also just started. A random suburb will be the 'start' suburb for all zombies, and all new zombies will start there. The main difference here: the evacuation isn't over yet, some buildings will be populated. Buildings across Malton have a chance to be 'populated', and cannot be searched or barricaded(cops will look at you funny if you start looting their armories), though POSSIBLY populated buildings could yield aid. (I.E. a populated hospital could automatically heal survivors within). Every day over the 30 day period 1/30th of the buildings in Malton will be evacuated and reverted to the status they are now - emptied and ready for looting and barricading. If zombies break into a populated building the building is permanently converted to unpopulated status. So thus, zombies get a 'starting suburb' to begin easily horde-ing and survivors are unable to effectively mass supplies or get to safehouses quickly, though their ability to search up items improves as the month passes. Month/Phase Two. 'Survival'. This is *exactly* the same way UD is now. No changes over the month, just a pitched battle between the leftover survivors and the zombies. Month/Phase Three. 'Cleansing'. The 'winning faction' gains skills or abilities that allow them to exterminate the other more quickly. The winning faction is determined by the 'survival' phase - I do not know a way for this to be determined. Number in the faction? Damage dealt? Total kills? Total deaths? Damage received? This part is prone to griefing and such so I'm not entirely sure how to determine which faction is the 'winner'. If survivors are the winner, airdrops will occur frequently and on a regular basis, containing military grade weapons that unbalance the game towards the survivor. Zombies get a total of thirty 'stand ups' during this month - after being killed 30 times, they won't be able to play until the end of month reset. This basically amounts to being killed 30 times, so it shouldn't be too hard for a zombie to last until month-end. Zombies that were created before the month started, were active throughout the whole month, and did not exhaust their lives get a place of honor on a trophy list. If zombies are the winner, zombies get zerg powers. Any of those random overpowering zombie suggestions can fit here. Survivors in this instance CANNOT be revived. Survivors that are still survivors at the end of the month get their names on a trophy list too. These are really big changes, but I feel that they give some sort of directed purpose to the game for both factions. The first month is a basic 'run for your life' and 'kill kill kill', the second would be both factions working towards being the winning faction, and the third would be determining who gets on the trophy list. |
Votes
- Spam Because your suggestion isn't an improvement to the game but the implementation of a different game. --Jon Pyre 22:39, 29 Jan 2006 (GMT)
- Re - Eh, so honest question, where would I go with a suggestion like this? Talk page, email Kevan? FireballX301 22:41, 29 Jan 2006 (GMT)
- SPAM -Arbitrary time frames for resets are absurd in a player driven game. Reset should happen when all the survivors are killed by the zombies. -- Jack Swithun (Sermons – Church of the Resurrection) 22:42, 29 Jan 2006 (GMT)
- Re - Good idea, but that changes the idea of a trophy list. Perhaps the last ten survivors to be killed, or the last ten zombies? FireballX301 22:44, 29 Jan 2006 (GMT)
- Kill - I'm not ready to call this one spam, because it does have a good concept just bad delivery, anything involving a game reset isn't going to go over well. EDIT: Kevan has already stated that he won't be resetting the game, so that's no excuse. Also, DO NOT modify my posts. --Arcos 22:43, 29 Jan 2006 (GMT)
- Spam - No resetting the game, border-line usage of NPCs, removal of reviving, it's just one big mess. --TheTeeHeeMonster 22:47, 29 Jan 2006 (GMT)
- Re - Those are stock reasons, sure, but this suggestion was designed to give a sense of time progress and event resolution. Each of those points was made to support the idea of resolution. FireballX301 22:51, 29 Jan 2006 (GMT)
- Spam What makes this game great is that there is no plot to follow, nothing we're forced to do, we just play however we want! And look what came out of it! Organizations, mini-politics, intense military-style strategy, more than most plot-based MMORPGs are capable of! --Volke 22:58, 29 Jan 2006 (GMT)
- Re: - Yes, all of this, but it's all kind of empty--there's no purpose to life for our characters, other than living. That's like real life for most of us, and guess what? We play games to get away from real life.--'STER-Talk-Mod 23:37, 29 Jan 2006 (GMT)
- ReRe Thats where roleplaying comes in! You can choose to see the game the way you want to see it! This means that you give yourself meaning, and possibly even make up your own RP reasonings for the outbreak, if not make a goal for yourself! --Volke 02:04, 30 Jan 2006 (GMT)
- Re: - Yes, all of this, but it's all kind of empty--there's no purpose to life for our characters, other than living. That's like real life for most of us, and guess what? We play games to get away from real life.--'STER-Talk-Mod 23:37, 29 Jan 2006 (GMT)
- Keep - It IS a good idea if Kevan ever restarts UrbanDead (which is possible, since it's still an Open Beta). Give it a chance. Edit: do you people actually believe Kevan won't restart UD? Heh, as you wish. Maybe he'll start a different game, using the know-how from UrbanDead to avoid some problems. You see, a game composed of so many maxed-out characters IS boring. Even more because you can't really die, so there's no possible end. Just like other MMORPGs, it would get boring quickly. --Omega2 23:02, 29 Jan 2006 (GMT)
- spam Is there a plot to all games where you just kill everyone? No? That's what I thought. --Shadow213 23:14, 29 Jan 2006 (GMT)
- Re - Moved your vote to the proper place. Also, ever play Halo? FireballX301 23:18, 29 Jan 2006 (GMT)
- Kill - That might seem odd considering that I was the one who gave Fireball the idea for this in the first place, but while these ideas might make a great game, it wouldn't really be Urban Dead. When I said add a plot, I didn't mean anything nearly this drastic. On the other hand, if there's a programmer out there with the means to get some servers and the will to work on this concept...Urban Dead X-Treme, anyone?--'STER-Talk-Mod 23:33, 29 Jan 2006 (GMT)
- Re - =( FireballX301 23:37, 29 Jan 2006 (GMT)
- spam - for two reasons. first your suggestion has one gaping hole in it, If one side is stronger then the other, they don't need the boost, but the other side, other wise you have only one winner who gets ever stronger without the other side ever having a chance. Second; This is the suggestions page for urban dead, while your suggestion isn't necersarily bad (well, it is for several reasons, but lets not get into that) it isn't about urban dead, It's about a whole new game, 'Urban Outbreak'or something. while I might possible like to play your idea, it is another game.--Vista 23:45, 29 Jan 2006 (GMT)
- Re - Point of contention, the stronger side is given a boost for game resolution. Read: Ending. Thus the last phase is simply a test for survival, and those that live get a trophy place. It's not supposed to be about 'balance'. FireballX301 23:47, 29 Jan 2006 (GMT)
- A game without balance isn't a game, It's a mess. Almost nobody is going to continue to play phase tree for another month when they know they have no longer a say in the outcome.--Vista 11:51, 30 Jan 2006 (GMT)
- Spam - Die, Die DIE!!! This is useless! have you ever once TRIED to play a zombie for a week! You would be lucky to see anything but dead bodies and spray paint. Even without barricdes!--Mr NoName 00:10, 30 Jan 2006 (GMT)
- Spam Reasons for Spam vote: Reseting the game on a 3 month timer - it takes about two weeks to max out one side as is, and we're still getting skills every so often. Perma-death, nuff said. Boosting one side when they're winning, survivors already outnumber zombies and as far as we know have never been outnumbered by zombies, not to mention that the zombie tactics rely on being able to stand up at will. Velkrin 00:16, 30 Jan 2006 (GMT)
- Spam For all the reasons already discussed --Mikm 00:21, 30 Jan 2006 (GMT)
Nifty IdeaComment Actually, that's not really a keep, but I don't want this to be spaminated without being read. I think the game idea is really cool, it is however a different game and shouldn't replace the current UD. Maybe a new superUD or something? Oh, and of course this needs major tweaking, it's a brand new game. --C tiger 00:40, 30 Jan 2006 (GMT)- "Nifty idea" is not a valid vote. Voting "keep" just to keep something from spamination is a bad idea. There's already a keep vote preventing this from going to its demise. --Mikm 00:43, 30 Jan 2006 (GMT)
- K, so pretend he made a 'Comment'. FireballX301 00:48, 30 Jan 2006 (GMT)
- "Nifty idea" is not a valid vote. Voting "keep" just to keep something from spamination is a bad idea. There's already a keep vote preventing this from going to its demise. --Mikm 00:43, 30 Jan 2006 (GMT)
- It's so little used, I didn't realize I could do that... --C tiger 19:16, 30 Jan 2006 (GMT)
- Spam As mentioned above, thsi creates a new game, not so much a suggestion for this game. --John Rove 01:27, 30 Jan 2006 (GMT)
- Spam - Have the new spam rules been put into effect yet? This suggestion needs to die. - CthulhuFhtagn 02:35, 30 Jan 2006 (GMT)
Spam - Well, at least it wasn't as bad as the suggestion as above, but we still don't need a whole new game. Maybe making a seperate one/ making a plot twist after at least a whole year of gameplayYay no sig. Woo. FireballX301 05:39, 30 Jan 2006 (GMT)- Kill If there were more than one server to Urban Dead, yes. Otherwise, no. AllStarZ 03:15, 30 Jan 2006 (GMT)
- Spam - I have to vote spam because this isn't so much a suggestion about Urban Dead as it is a suggestion about, like, Urban Dead's frat brother, Suburban Dread...or something. Please, no suggestions that reset the game. Bentley Foss 04:52, 30 Jan 2006 (GMT)
- Kill - an idea like this would require too much of an elegant implementation. Not that it's a bad idea, but just too much of a change all at once. New skills will hopefully implement new plot elements anyway (crosses fingers for Horror suggestion...) Blue Wild Angel 14.59 30 Jan 2006 GMT
- Kill - I would like to see an occasional "event", but not one that changes the game in the long run like that. And people - quit abusing the "Spam" vote. It is NOT a "Strong Kill". --Reverend Loki 17:31, 30 Jan 2006 (GMT)
- Spam -- You're right, Loki, but we use it because it sucks too much for a kill. MaulMachine 17:33, 30 Jan 2006 (GMT)
- Kill - This suggestion is for a game, but it is NOT the Urban Dead game. It would discourage newbies from starting if they didn't sign in at the beginning of the 3 month period, or if partway through they saw a particular "side" was losing. No. --WibbleBRAINS 18:04, 30 Jan 2006 (GMT)
- Tally: 13 Spam Votes 6 Kill Votes, 2 invalid votes, and 1 Keep vote --Jack Swithun (Sermons ? Church of the Resurrection) 18:38, 30 Jan 2006 (GMT)