Suggestions/31st-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: 14th-Feb-2006
PSYCHIC RAMPAGE
I found that all of versions of this spam suggestion was taking up too much suggestion space. So decided to clam it all to one title and leave it be Drogmir 23:32, 31 Jan 2006 (GMT)
Turn On the Lights
Dupe of this with 5 dupes 1 author keep [1] Drogmir 02:04, 31 Jan 2006 (GMT)
Rifles,laser pointers and scopes
This suggestion has been Spaminated. Overpowered, and yet another rifle suggestion. --Grim s 03:05, 31 Jan 2006 (GMT)
Grisly Demise
Timestamp: | 03:48, 31 Jan 2006 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | It'd be fun for zombies to be able to know how they're doing during a siege. Right now they're out there banging on the barricades, maybe they're winning, maybe they're not, they really don't know. If they could be informed how many survivors were being slain inside a building the zombie is outside of it'd increase the zombie enjoyment factor many times without making them any more powerful. That's where Grisly Demise comes in: this subskill of Feeding Groan would cause the zombie to kill in a particularly horrific way, feeding on their victims while they are still alive. This causes the survivor to let out a dying scream of anguish so that players directly outside the building would get a message like this: "You heard a dying scream from inside (X times) [timestamp of most recent scream]". The scream would automatically occur when the zombie with this skill kills a survivor, the zombie would not need to spend any extra AP or perform any special action. Note that this is very different than Feeding Groan; while Feeding Groan can indicate the presence of survivors it does not let you keep a running tally of how many are being slain. Players inside the building would also be able to see screams: "You heard a dying scream from inside the building (X times) [timestamp of most recent scream]." Knowing how many of their number are being killed wouldn't provide any tactical assistance to survivors, it doesn't take a genius to notice that there's a huge horde outside and your numbers are rapidly dwindling. However it would be freaking scary to hear it: it'd mean a high level zombie that could afford the skill had broken in and slain somebody. This would provide satisfaction to zombies without making them more powerful, and make zombies scarier to humans. It's good fun for everyone. |
Votes
Votes here
- Keep - I think this is a good idea, it will add an element of terror into the game without changing the balance of the game. --John Rove 04:22, 31 Jan 2006 (GMT)
- Kill - There have been many similar skills where the dead scream. And it's ridiculous to assume that survivors WOULDN'T scream otherwise. If you're being slashed by a zombie, you probably would scream no matter how grisly your death is.--Mikm 04:30, 31 Jan 2006 (GMT)
- Kill - I like this idea. Go for it! ^_^ - DarkJewel
- Re I figure the difference is between being killed relatively quickly with a bite to the neck or something and having your entrails pulled out and devoured while you watch. I didn't want to go into the gory details though --Jon Pyre 04:59, 31 Jan 2006 (GMT)
- Keep - The only downside is that presumably it would increase server load, but only Kevan can tell whether that renders the idea impractical or not, so this gets a keep. --Sindai 04:32, 31 Jan 2006 (GMT)
- Re This shouldn't add more server load than Feeding Groan. This is something like a variant of Feeding Groan that can only be heard directly outside and only occurs after a kill so you can keep score. --Jon Pyre 05:00, 31 Jan 2006 (GMT)
- Keep - I like this idea, it adds more zombie apocalypse flavor. The only changes I would make are the name, and the skill tree it branches from. I don't see this a part of the Memories of Life - Feeding Groan tree. I think it would work better as a subskill of digestion (as the zombie is eating the survivor during their last moments alive). --CPQD 05:16, 31 Jan 2006 (GMT)
- Re I don't really see this as an offshoot of Memories of Life but of Feeding Groan. I figure a zombie that makes a hunger moan that loud is really going to tear into its prey. --Jon Pyre 05:56, 31 Jan 2006 (GMT)
- Kill - I appreciate the flavor, but I think Feeding Groan does a good job of informing fellow zombies how many people are nearby. I mean, the text description of the groan changes based upon the number of survivors at the time, right? Bentley Foss 05:30, 31 Jan 2006 (GMT)
- Re However this isn't designed to tell you how many survivors there are but to tell you how many survivors are being killed by zombies. --Jon Pyre 05:51, 31 Jan 2006 (GMT)
- Keep Author vote. I'd like to point out this isn't just a fluff skill. While it doesn't make zombies more powerful directly it has the power of making sieging forces less likely to quit by showing they're accomplishing something. It's a morale booster and you need morale to persevere. --Jon Pyre 06:10, 31 Jan 2006 (GMT)
- Kill Good idea and gives flavour but I just dont like it. Gave me the heebe jeebes reading it.--RAF Lt.G Deathnut 06:13, 31 Jan 2006 (GMT)
- Kill It's too high on the tree and is too useless to deserve that place.Who would want to spend like 150 XPs just so that their victims scream? And what if that zombie become human and starts killing zombies? Will that make a zombie SCREAM? Ridiculous I tell you. --tranhanam0027 06:13, 31 Jan 2006 (GMT)
- Re The only way zombies can lose is if they quit. Morale is important to them. Knowing not to quit if they're accomplishing something can make the difference in a fight. And if they become human and start killing zombies...well, they wouldn't be eating the zombie's intestines now would they? Also, all zombie skills cost 100xp. And as for ridiculous, you suggested the psychic powers suggestion below this one. --Jon Pyre 06:39, 31 Jan 2006 (GMT)
- Keep A most excelent and heebe-jeebifying suggestion --Zeek 06:42, 31 Jan 2006 (GMT)
- Keep - I like it - --ramby 11:59, 31 Jan 2006 (GMT)
- Keep - I really like this one. --Brizth 12:03, 31 Jan 2006 (GMT)
- KEEP - I Like It!. Doesn't tell you how many breathers there are, only lets you know how many there *aren't*... - Serpico 15:46, 31 Jan 2006 (GMT)
- Keep --Lord Evans 15:47, 31 Jan 2006 (GMT)
- Keep - Sounds good enough to me. --Omega2 15:48, 31 Jan 2006 (GMT)
- Kill Nope...Don't like it. -- Nicks 17:55, 31 Jan 2006 (GMT)
- Keep Scream for me! Monstah 18:04, 31 Jan 2006 (GMT)
- Keep I like it! Caleb H 18:07, 31 Jan 2006 (GMT)
- Keep - Uesfull and flavorfull, NICE! --Mr NoName 20:21, 31 Jan 2006 (GMT)
- Keep - Maybe its jsut looking like a beacon of beauty in light of... other... suggestions, but this is great. Oh, and tranhanam0027? You are NEVER allowed to call ANYTHING ridiculous. EVER. --Jak Rhee 21:42, 31 Jan 2006 (GMT)
- Keep - I'm hoping that you intend for humans inside & outside the building to be able to hear the screams too. Terror for all. --Blahblahblah 21:56, 31 Jan 2006 (GMT)
- Keep - Sounds good , it cant turn into spam either. Btw I think Zombies are ridiculous.--Uncle Willy 22:00, 31 Jan 2006 (GMT)
- DUPE - This has already been suggested and approved in this form [[2]] DarthMortis 20:25 31 Jan 2006
- Re That isn't a skill. Also it has a larger range and informs zombies in surrounding squares. --Jon Pyre 22:43, 31 Jan 2006 (GMT)
- Keep - Not bad. I like.--Arathen 00:05, 1 Feb 2006 (GMT)
- Keep -- Pretty cool idea. Nice morale boost for the poor zombies stuck outside, plus good feedback to the survivors inside who might not be checking their numbers too closely. furtim 07:09, 1 Feb 2006 (GMT)
- Keep --Scorpios 22:53, 1 Feb 2006 (GMT)
- Keep K1tt8enmama. Sorry if I'm voting wrong; I've never done this before. But as a zombie working in the Church of the Resurrection, I love this skill. And Praise Tasty Sweet Zombie Jesus, all you Sinners!
- Final Tally - 21 Keep, 5 Kill, 1 Dupe - 18:45, 24 May 2006 (BST)
Player Status
Removed by Author.
Inactive Status (Revision of Player Status above)
Timestamp: | 10:58, 31 Jan 2006 (GMT) |
Type: | improvement |
Scope: | Everyone |
Description: | The player profile should include a single line saying if the character is not active and is not displayed in the game (i.e. after being inactive for 5 days). (edit) An improvement would be to have a notation mentioning the date they went inactive. |
Votes
- Keep - This would be nice to have. --Brizth 10:59, 31 Jan 2006 (GMT)
- Keep - Helps us sort out the inactives from our contacts lists. makes it easier to perform an accurate census in hordes. Perhaps a notation mentioning the date they went inactive? --Grim s 11:01, 31 Jan 2006 (GMT)
- Comment - Added suggestion. --Nov 11:06, 31 Jan 2006 (GMT)
- Keep - I approve this skill. Velkrin 11:05, 31 Jan 2006 (GMT)
- Keep - It would also be a good idea to have this information show up next to players in your contact list (and not just in the player's profile) to make deleting inactive contacts even easier.. --Navigator 11:50, 31 Jan 2006 (GMT)
- Keep - Usefull. Since the character has effectively dissapeared from the game, there is no actual way of exploiting it. -- Andrew McM 12:21, 31 Jan 2006 (GMT)
- Keep - Useful, and I can't find anything bad on this. --Omega2 13:19, 31 Jan 2006 (GMT)
- Keep Sure. --Jon Pyre 15:43, 31 Jan 2006 (GMT)
- Keep - See above. --Mr NoName 16:37, 31 Jan 2006 (GMT)
- Keep - S**t I was just gonna suggest this idea.--RAF Lt.G Deathnut 17:49, 31 Jan 2006 (GMT)
- Keep - Why not?!? -- Nicks 18:02, 31 Jan 2006 (GMT)
- Keep - Sure - Caleb H 08:09, 31 JAn 2006 (GMT)
- Keep - /shrug, why not? I can't see any griefing potential here. Bentley Foss 19:20, 31 Jan 2006 (GMT)
- Keep - This seems fair to me.--Arathen 00:08, 1 Feb 2006 (GMT)
- Keep - Useful and grief-proof. I love it.--Mookiemookie 02:45, 1 Feb 2006 (GMT)
- Final Tally - 14 Keep, 0 Kill, 0 Spam - 17:27, 23 May 2006 (BST)
Rotter Stat Count
Dupe Suggestions/24th-Nov-2005#How_many_Corpses_are_Brainrotted --Brizth 16:44, 31 Jan 2006 (GMT)
- Oh, well, I missed that. Sorry. - Serpico
Food Packets
Timestamp: | 16:08, 31 Jan 2006 (GMT) |
Type: | Item |
Scope: | Survivors |
Description: | A while back I was reading through the FAQ and noticed that Kevan stated he may someday integrate a way to recharge AP faster, and maximize total AP available through a skill. I quote directly from the FAQ: "There will eventually be character skills which modify the maximum AP and its recharge rate, but the basic starting-character settings will remain the same." Well, I thought about it, and came up with an idea, not for a skill, but for an item that would help replenish AP. And that item is "Food".
Or more of "Food Packets". Food would be found in Towers and Hospitals. The odds of finding food is slightly lower than the odds of finding anything else around 8% in each building. Food can, of course, be dropped in other buildings and found by another player. When you find a Food Packet, it, of course, goes into your inventory. When you use a Food Packet, it is the same as eating real food when you are tired. Food gives you energy. In my opinion, AP is energy. So, when you click on Food Packet in your inventory, you gain 1 AP (technically 2 AP, but it takes 1 AP to eat, so therefore it really is only 1). It will not give any AP if you are already at 50. When a Food Packet is eaten, a message would come up saying: "You eat a Food Packet. It tastes like Bacon and Cheese/Strawberry Banana/Carrots and Broccolli/Spaghetti and Meat Sauce. You feel your energy return a little." The advantages of this skill are this. If you are stuck outside in a zombie infested area, and just don't have enough AP to get into a safe house, you can quickly gulp down a packet of food and get inside. It would also give you an extra AP against defense, or building up a barricade one more time, or to heal a person low on HP. It could also give you that extra AP to quickly heal yourself during battle, without losing any "energy". You never know what that 1 extra AP could do. Optional: Perhaps one can only find food if they have a subskill of "Shopping" called "Hunger". NOTE: Zombies will not eat food. They don't like it. Instead, they will have a subskill to Digestion called "Ravenous Feed", which gives the zombie one extra AP for every 10 HP points restored through the Digestion skill. (Edited after a suggestion by GabeMorris.) Anyways, this is my idea. It may not be great, and if you don't like it, all that I ask is that you be polite in telling me so. Thank you. :) |
Votes
- Keep -
It was really clever to point to the FAQ, but I think that things shouldn't work like that. 1 extra AP is too little, and anything above that would be considered abuse. Besides, it's been months since the outbreak began, food would be already too scarce. Try to tweak it a bit more on that aspect, and you'll get a keep.- Okay, now it sounds better. If someone wants to abuse it, they'll have quite a trouble doing so with such a low search rate, and the IP hit limit. --Omega2 20:58, 31 Jan 2006 (GMT)- Re - I tweaked the scarcity of the food. --Sylanya 16:51, 31 Jan 2006 (GMT)
- Kill - I like this idea. Go for it! ^_^ - DarkJewel
Spam - In a zombie apocalypse, food = spam, and spam is very bad. Honestly, you were going to get a kill vote, until I read your note at the bottom. --CPQD 16:21, 31 Jan 2006 (GMT)Kill - Thinking about this, it's not spam. I just don't like suggestions that would change the AP structure, and I really don't like suggestions that change the AP structure further in favor of survivors. --CPQD 18:02, 31 Jan 2006 (GMT)- Dupe - Energy drink, food, etc. --Mr NoName 16:34, 31 Jan 2006 (GMT)
- Re - I saw the Energy Drink suggestion. This, however, is slightly more thought out and specific in it's description. And it is food, not a drink. I did not find any food suggestion except for feast and food preparation, which were not about what this is. I did look. --Sylanya 16:51, 31 Jan 2006 (GMT)
- Kill I don't like the idea of someone being able to stockpile a bunch of food and give themselves 85 AP in one day. --Jon Pyre 17:00, 31 Jan 2006 (GMT)
- Re - Except that you can only hold so many things in inventory, and people are not likely to drop all their weapons, ammo, and FAKs to make room for a few extra AP. Also, I changed it so that food is not very easy to find. --Sylanya 17:07, 31 Jan 2006 (GMT)
- Re - Granted, the search rate isn't that high, but you would put food into the hospitals. The effect of this is that most people will find a couple of food packets a week in the course of their normal play (20 AP = 2 to 3 FAKs, 1 newspaper, and 1 to 2 food). A lot of players will stockpile about 7-8 food packets. This will allow survivors to have a cheesy video game "Power-Up" when they need it. Use the mutiplier concept, and this becomes a bad idea. --CPQD 17:51, 31 Jan 2006 (GMT)
- Re - Except that you can only hold so many things in inventory, and people are not likely to drop all their weapons, ammo, and FAKs to make room for a few extra AP. Also, I changed it so that food is not very easy to find. --Sylanya 17:07, 31 Jan 2006 (GMT)
- Keep --Lord Evans 17:04, 31 Jan 2006 (GMT)
- Keep -- This is good becasue no body would waste AP searching for it specificaly, but if you happen across it its useful. --Kirk Howell 17:15, 31 Jan 2006 (GMT)
- Keep -- Kirk hit it right on the head...it's not worth the effort to look for it, but it would be a bonus when you find some...A little flavor if you will. -- Nicks 18:04, 31 Jan 2006 (GMT)
- Kill - Personally, I just don't want another item cluttering up/messing with the hospital search rates. Bentley Foss 19:23, 31 Jan 2006 (GMT)
- Kill - The main trouble I have with this is the fact that it makes eating an in game activaty, So now instead of having all the humdrum of going to the bathroom, fixing diner and washing your hair happening while the screen is blank, you now do it in the game. and I have a problem with that you can have food for months in your inventory and don't starve without eating it. I know it comes close to arguing realism, but I really do think we should keep the nonsense consistant Ap isn't energy, loading a gun, walking a block, pulling a trigger, and moving a couch to building a barricade all cost one AP, yet have quite alarge energy cost. AP's is just an artificial action limit. So an other way of gaining AP to an Item might work better for me. --Vista 20:11, 31 Jan 2006 (GMT)
- Kill - Messing with AP in any way is bad. Velkrin 21:39, 31 Jan 2006 (GMT)
- Keep - If Kevan has mentioned perhaps coming up with ways to adjust AP, I think it would be stupid to kill suggestions based solely on "messing with AP". Maybe he is just waiting on a good suggestion to come along in peer review - like he did with "Feeding Groan". I have not been a big fan of other 'energy drink' kind of suggestions - but this one seems pretty decent to me. Maybe they could only be found in certain buildings, and not all of them - as to make buildings that currently have crap items (or none at all) useful, without decreasing search odds in buildings with (commonly searched for) useful items. --Blahblahblah 22:06, 31 Jan 2006 (GMT)
- Keep - I think this is a good, well-balanced idea. Now to add the skill where a zombie using a bite attack has a 2% chance to gain an AP from their "food". --Reverend Loki 23:01, 31 Jan 2006 (GMT)
- Kill - Humans already have a hideous AP advantage, which this just makes worse. --Grim s 23:13, 31 Jan 2006 (GMT)
- Comment - Sure, survivors can get up with 1AP. --Omega2 23:18, 31 Jan 2006 (GMT)
- Re: Comment: - As a mattar of fact, they can, if they are willing to fork over a pitiful 200 experience points for Lurching gait and Ankle Grab. --Grim s 00:27, 1 Feb 2006 (GMT)
- Comment - Okay, last one, as I know it's useless to argue. - Sure. Just as survivors must be willing to spend a minumum of 200XP for Construction and Freerunning, and a very hefty amount of AP barricading, searching for their ammunition, healing, and other items they might find useful, while zombies have only to shamble around and smash barricades. The AP/kill ratio for survivors and zombies tend to be the same (as survivors must search for their goodies and zombies must knock down barricades), except for Axe-wielding guys, since they don't have to search. One day I'll write more on that. --Omega2 02:32, 1 Feb 2006 (GMT)
- Re: Comment: - As a mattar of fact, they can, if they are willing to fork over a pitiful 200 experience points for Lurching gait and Ankle Grab. --Grim s 00:27, 1 Feb 2006 (GMT)
- Comment - Sure, survivors can get up with 1AP. --Omega2 23:18, 31 Jan 2006 (GMT)
- Kill - No, survivors can barricade with a 5 to 1 AP advantage, and stockpile AP for 10 damage 65% accuracy attacks. And, honestly, if Kevan says he might put in skills/items to mess with AP, he likely has his own ideas. I fear people would horde these for seiges, allowing them to barricade almost twice as much.--Arathen 00:14, 1 Feb 2006 (GMT)
- Kill - Nah. Doesn't work in context - you fall asleep because you're tired, not because you're hungry. FireballX301 01:49, 1 Feb 2006 (GMT)
- Kill See, the one you saw was the old one. I made a revised version just like this, but it was taking alot of Kills so I retracted it to work on it a little more. AllStarZ 02:17, 1 Feb 2006 (GMT)
- Keep - Shame on you, killers. I myself am sitting in Caiger Mall, twiddling my thumbs, waiting for the mall tour to arrive. When they do, I'll still have a 50AP cap. If there was a foodstore in a mall, then the siege would be a lot more balanced. --Matson Jade 02:24, 1 Feb 2006 (GMT)
- Kill - Why would you assume zombies don't like food? The only complication is that they would have to be human to find "food packets."--Pesatyel 04:44, 1 Feb 2006 (GMT)
- comment - Zombies might not have the dexterity to open a packet of dehydrated food, zombies cannot search buildings and zombies cannot smell dehydrated food packets. You could make a subskill of digestion that gives AP to zombies for every so-much HP eaten, though. --GabeMorris 12:37, 1 Feb 2006 (GMT)
- Re: Edited for the zombie subskill: Ravenous Feed --Sylanya 14:13, 1 Feb 2006 (GMT)
- comment - Zombies might not have the dexterity to open a packet of dehydrated food, zombies cannot search buildings and zombies cannot smell dehydrated food packets. You could make a subskill of digestion that gives AP to zombies for every so-much HP eaten, though. --GabeMorris 12:37, 1 Feb 2006 (GMT)
- Keep FOOD is good, 'nuff said--GabeMorris 12:37, 1 Feb 2006 (GMT)
- Keep ha, why not. --Bulgakov 21:49, 1 Feb 2006 (GMT)
- Tally - 9 Keep, 11 Kill, 0 Spam, 1 Dupe, 21 Total. --Sylanya 21:44, 3 Feb 2006 (GMT)
Saluting
Deleted. User Eddo36 is banned from this page. --Stroth 19:59, 31 Jan 2006 (GMT)
Zombie Quick Kill
3 spams, 0 Kills, 0 Keeps. No griefing over my can of SPAM. --RAF Lt.G Deathnut 21:34, 31 Jan 2006 (GMT)
Critical Hits
Timestamp: | January 31st, 2006, 3:40 p.m. (gmt -8) |
Type: | improvement |
Scope: | zombies and humans |
Description: | The combat right now is very simple and I figure it needs something to spice it up. Essentially a critical hit would be a random chance that you would do extra damage from an attack. After you had a confirmed hit there would be a small percentage change that your damage would be doubled. For firearms in general the percentage would be very small (2% for shotgun, 3% for pistol) as firearms do more than enough damage already, and 5% for melee weapons. For zombie attacks it would be 8%. This counter-balaces the fact that a shotgun critical, although rare, can deal 20 points of damage.
EDIT: You're not really getting the whole idea. Ignore the percentages, they would be figured out later. They were meant to give you an idea of what range they would be in. It's simply the concept of critical hits that I am suggesting. Finally, the reason why I suggested such high zombie percentages is because 1)there are almost 2 times as many humans as zombies in the game and 2) because zombies should have the advantage in melee combat. The whole idea behind zombies is that they are slow, but because of their damage thresholds and strength they make better MELEE combatants. EDIT 2: Zombies do have weak spots. Remember that skill called headshot? |
Votes
- Kill - Why do zeds get such a high advantage? They already have the best HP/AP ratio in the game. --Mikm 00:02, 1 Feb 2006 (GMT)
- Kill - Rare =/= balanced. --TheTeeHeeMonster 00:18, 1 Feb 2006 (GMT)
- Kill - Right now the game has plenty ways to kill people. --Uncle Willy 00:21, 1 Feb 2006 (GMT)
- Kill - Zombies rules already... no more advancements should be made on them till advances on us are made... we are smarter... why are they getting stronger =\ --Shadow213 00:24, 1 Feb 2006 (GMT)
- Kill - Your percentages suck! Give knives a purpouse and give them a very high critical. But, undead have no critical areas to hit! Hmmm.. --Mr NoName 01:28, 1 Feb 2006 (GMT)
- THE HEAD. --Dark Wingstalker 03:38, 1 Feb 2006 (GMT)
- Kill - I agree with most of the above (although I agree in a nice and polite manner, for what it's worth). Bentley Foss 04:36, 1 Feb 2006 (GMT)
- Kill - First of all combat is balanced, second of all combat is balanced, and third of all the whole idea behind zombies is not uber fighting machines but that they keep coming because they stand up after dying. (and o Yeah COMBAT IS BALANCED!)--Vista 08:01, 1 Feb 2006 (GMT)
- SPAM samr reason as TheTeeHeeMonster. --RAF Lt.G Deathnut 20:51, 1 Feb 2006 (GMT)
- Kill We don't need more damage dealt in shorter times. (not to mention the % chance with each weapon complicates things needlessly)--McArrowni 02:54, 2 Feb 2006 (GMT)
- Final Tally - 0 Keep, 8 Kill, 1 Spam - 18:45, 24 May 2006 (BST)