Suggestions/31st-Dec-2005

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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.
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31st December, 2005

VOTING ENDS: 14th-Jan-2006

NecroTech Access Key Cards

Timestamp: 00:21, 31 Dec 2005 (GMT)
Type: New Item and Skill
Scope: NecroTech Buildings, Scientists
Description: When you enter a NecroTech Building you get this description if it is powered and you have NecroTech “You are inside a NecroTech Building. The NecroTech logo glows gently above the front desk, but all monitors, equipment and laboratory access remain locked out during the quarantine.” With the right access key there is no reason why you wouldn't be able to theoretically use that stuff. What this would do is grant access to a list of all the zombie profiles that have been successful scanned and are in the same suburb as the NecroTech Building if it has power.

For the following two Peer Reviewed Suggestions, Extractor Knowledge and DNA extraction gives information on previously scanned zombies, to equal the same utility they would have to BOTH be implemented and are essentially a “free lunch”. This suggestion requires effort on the part of the character to access useful information. Since zombies characters are tagged by the server for extraction purposes and cross referencing them by suburb wouldn't be difficult this wouldn't adversely affect the server, especially if NecroTech Access Keys Cards were one-use items only located at NecroTech Buildings.

Using this item would require familiarity with NecroTech Security protocol, and thus require an addition level on the NecroTech Skill Tree, “Field Promotion”, where due to work “in the field” (ie Malton)you are given management security clearance. This basically just lets you use the NecroTech Access Key Cards.

Votes

  • Keep - Finally, something intelligent from the suggestion page. --TheTeeHeeMonster 00:25, 31 Dec 2005 (GMT)
  • Keep --Lord Evans 00:30, 31 Dec 2005 (GMT)
  • Keep --Drogmir 00:31, 31 Dec 2005 (GMT)
  • Keep - Changed vote because, according to Matthew-Stewart, it relies on NTs doing extractions every 24 hours or so to keep the data current, requiring constant player vigilance to make it work (and giving extraction a real use). Assuming that once the extraction tag is gone, the zombie is off the grid and won't show up, this gets a Keep instead of a Kill. Otherwise it's too powerful. --Slicer 00:35, 31 Dec 2005 (GMT)
  • keep - And damn I like this. bossing the newbies around 'I'm management, do what I say or I'll reassign you to ridleybank...'--Vista 00:43, 31 Dec 2005 (GMT)
  • Keep - I believe you both are miss reading it. As written it doesn't call for historical data at all just cross referencing current suburb and extraction tag, and it would only be as accurate as DNA extraction was effective in that Suburb, which relies on In Character actions just like metagaming Scouting does. --Matthew-Stewart 00:50, 31 Dec 2005 (GMT)
  • Keep - Sounds good - Jedaz 01:48, 31 Dec 2005 (GMT)
  • Keep - You're my hero. --Thelabrat 11:55, 31 Dec 2005 (GMT)
  • Keep - Great idea. Oh, and lol @ Vista. - KingRaptor 12:52, 31 Dec 2005 (GMT)
  • Keep --Deathnut 14:14, 31 Dec 2005 (GMT)
  • Keep Yea, ok. --Zaruthustra 16:06, 31 Dec 2005 (GMT)
  • Keep - That could work. --Penance 16:33, 31 Dec 2005 (GMT)
  • Keep - This isn't going to severely benefit the humans or hurt the zombies, but might still be very useful information. I may be a zombie only player but, sure, I could go for this. --Catwhowalksbyhimself 17:13, 31 Dec 2005 (GMT)
  • Keep - I don't remember but isn't that the same as logging onto the Necronet? --ALIENwolve 18:46, 31 Dec 2005 (GMT)
  • Keep - Can't see anything against it.--The General 20:09, 31 Dec 2005 (GMT)
  • Keep - I like this but I have one question, where would you get the keycards? It would be kind of dumb if you just found them in the necrotech buildings. How about retinal scanners that automatically allow people with the skill to perform the action without key cards? --Horje 22:00, 31 Dec 2005 (GMT)
  • KEEP But change it so you have to find an Access Card and it works all the time with the prerequisite skills. Don't let the key cards be one time use only. --Zex Suik 22:19, 31 Dec 2005 (GMT)
  • Keep I didn't really understand it but it seems a little like the NecroNet suggestion to me--ZedKilla
  • KEEP - HELL YES! I can see it now? "Hey, Frank, what's in this lab? *opens* OH MY GOD WHAT TH-*dying sounds*" Survivors rooting around in there might be a great reason to activate one of the mutation suggestions like Aberration/Monstrous Form. Giltwist 23:00, 31 Dec 2005 (GMT)
  • Keep - Hey, whaddya know, a good idea. --Reverend Loki 23:40, 31 Dec 2005 (GMT)
  • Keep - Great Idea, it should also show the location of zombies scanned that are also on your Contact list. --Tom mot 00:06, 1 Jan 2006 (GMT)
  • Keep - Allowing a greater part of the gaming experience to Necro-Tech is the way for a stronger zombie apocalypse background. Great idea!! --ZheAldo 01:51, 1 Jan 2006 (GMT)
  • Keep - Excellent idea. --Coreyo 03:42, 1 Jan 2006 (GMT)
  • Keep - Good idea, but the NecroTech Access Cards should not be one use - it would be a needless hassle to always have to search for cards just to check the zombie count. Also "Field Promotion" sounds too militaristic for a scientific skill - something like "Equipment Expertise" would suit much better as the label for this skill. --Daednabru 09:56, 1 Jan 2006 (GMT)
  • Keep But just make it a skill. "Network access" or something. --B.Z.B. 10:34, 2 Jan 2006 (GMT)
  • Keep --LtMile 16:44, 2 Jan 2006 (GMT)
  • Keep - It makes Hardc- er, it makes playing a NecroTech more fun. Yeah. That's what I was trying to say. Anyway, me likely. --John Taggart 16:21, 4 Jan 2006 (GMT)
  • Keep Not much more to say really, I like it--Etherdrifter 01:02, 11 Jan 2006 (GMT)

Loud Speaker

For utter lack of clarity, general unwelcomeness, and the extremely annoying constant author edits, this suggestion has been Spaminated. Slicer 01:56, 31 Dec 2005 (GMT)


They're already dead....

Deleted for Dupage. CthulhuFhtagn 01:46, 31 Dec 2005 (GMT)


Awakening

Spaminated, with 4 spam votes, one kill and no keeps. --Daxx 13:32, 31 Dec 2005 (GMT)


Weather

Timestamp: SCAScot 19:16, 31 Dec 2005 (GMT)
Type: Event (was Improvement)
Scope: Survivors & Zombies, Gameplay
Description: The effect of weather is to limit visibility into adjacent squares on the 3x3 map when outside. In the immediate square that the player is in, everything will be shown as normal (building graphics and presence of survivors/zombies). For the surrounding squares, building names/nav buttons will be shown, but the blocks will be shown as grey squares. The presence of survivors and/or zombies will be hidden.

For variety, weather and flavor text can be appropriate to both season and inside/outside, as follows:

Spring - Rain or Snow
Inside Rain can be heard drumming on the rooftop. / Small drifts of snow force themselves between the cracks in the walls.
Outside A steady downpour of rain obscures your vision. / The swirling of blowing snow obscures your vision.
Summer - Rain
Inside Rain can be heard drumming on the rooftop.
Outside A steady downpour of rain obscures your vision.
Fall - Rain / Fog
Inside Rain can be heard drumming on the rooftop. / The clammy chill of fog seeps into the room.
Outside A steady downpour of rain obscures your vision. / Thick fog blankets your vision.
Winter - Snow / Fog
Inside Small drifts of snow force themselves between the cracks in the walls. / The clammy chill of fog seeps into the room.
Outside The swirling of blowing snow obscures your vision. / Thick fog blankets your vision.

Flares fired skyward would be rendered useless (or be limited to being visible from a very restricted number of blocks away). A Feeding Groan would not suffer any effects, and Scent Trail would allow a zombie to "see" a survivor on the map (as per normal), even if that survivor is in a map square that would otherwise be obscured by weather (I envision Scent Trail to be some sort of undead ability, not actually related to scent or the sense of smell, hence it's effectiveness in the presence of weather.).

The weather for the next 24 hours is determined randomly at IP-hitcount reset (within the confines of seasons, naturally), and affects the entire city. Edit: The chance for any given weather condition other than "clear/normal" is 10% (i.e., most days will be clear/normal).

Votes

  • Kill - Well, bravo for thinking about flavour and weather's effects on the city. However, think what this would mean for a wandering low-level zombie; using up their precious 2AP to move a square blindly, without even a chance of seeing any stranded survivors nearby. They'd never level up at all. --WibbleBRAINS 19:54, 31 Dec 2005 (GMT)
    • Re - I was thinking more that weather would be a relatively rare occurance, on the order of a 10% chance for anything other than clear. I didn't include this because I didn't want to get too in-depth into actual mechanics, but in hindsight, I probably should have stated that. --SCAScot 20:10, 31 Dec 2005 (GMT)
  • Kill - This works better in games where you actually can see, that is 3D games where limited visibility works as in the real world. In a browser turn game like this it'd be entirely denying people information, not just being an obstacle to overcome by being aware. --Jon Pyre 19:57, 31 Dec 2005 (GMT)
  • Kill - It's a good idea, don't get me wrong. It's just not going to work here. --Arcos 20:07, 31 Dec 2005 (GMT)
  • Kill - It's a good idea but it just doesn't fit the game. Plus, it's sunny sometimes!--The General 20:12, 31 Dec 2005 (GMT)
    • Re - True, but see my other RE above. I guess I just assumed that people wouldn't think that I meant for it to be raining/snowing/foggy all the time. --SCAScot 20:17, 31 Dec 2005 (GMT)
  • Keep This is not a bad idea, note it's type is actually "Event" not improvement. The frequency these conditions occur (10%) should should be in the text of the suggestion. 1 bad day in ten is too aweful and adds flavor--Jack-Swithun 20:20, 31 Dec 2005 (GMT)
    • Re - Edited per suggestion. --SCAScot 20:31, 31 Dec 2005 (GMT)
  • Keep - At 10%, this seems okay, and it adds flavor.--'STER-Talk-Mod 21:35, 31 Dec 2005 (GMT)
  • Comment- what bad weather we have in Malton we must live in Europe huh?--Drogmir
  • Keep --Lord Evans 21:45, 31 Dec 2005 (GMT)
  • Keep - I like this. It would also be cool if a map item was available that revealed the names of the buildings around you in a specific suburb (example: Map of Brooke Hills). --Horje 21:57, 31 Dec 2005 (GMT)
  • Keep - For roleplaying purposes, definitely. --Slicer 22:00, 31 Dec 2005 (GMT)
  • Keep - Let it snow, let it snow, let it snow... --Tom mot 00:15, 1 Jan 2006 (GMT)
  • Kill - It's a nice idea, but in fact, it will only flood the descriptive text (so much infos in so few lines, anyway). As it's a non-visual game, anyway, it will just be a waste of Kevan's time. --ZheAldo 01:55, 1 Jan 2006 (GMT)
    • Re - I disagree - after all, on the 3 x 3 map, you're seeing a whole city block away, identifying between zombie and survivor at that distance, and even able to recognize people by name. If that's not visual, I don't know what is. --SCAScot 04:19, 1 Jan 2006 (GMT)
      • Re - You're right, but the main part of the game informations don't come from that map. You don't see the barricaded buildings, or the dead bodies, or the lights in the windows. That map is used for the purpose of finding places and people. All the game flavour comes from the descriptive text. That's why I said Urban Dead is a non-visual game. --ZheAldo 19:02, 1 Jan 2006 (GMT)
  • Keep - I like it has a limited effect on zombies, and more profound effect on humans. I do think there should be a zombie but carry over skill to negate it though. - --Fullemtaled 02:44, 1 Jan 2006 (GMT)
  • Keep - I like the idea. Mind you though I was kinda tempted to vote kill because A) This would be based off the Northen hemispheres weather, then I remembered that Malton is proably set in England or America, B) We don't get any real snow here in winter :( - Jedaz 03:39, 1 Jan 2006 (GMT)
  • Keep - Nice idea. Adds some flavor to the game. Coreyo 03:44, 1 Jan 2006 (GMT)
  • Keep - Coolness. --Nessola 04:33, 1 Jan 2006 (GMT).
  • Keep - Good suggestion. As long as the percentage of poor weather is sufficiently low, it would make bad weather a cool thing to have. --Daxx 16:21, 1 Jan 2006 (GMT)
  • Keep - Same as Daxx. --Omega2 22:43, 1 Jan 2006 (GMT)
  • Kill - If this merely added text descriptions instead of screwing with people's skills and whatnot, I'd vote for it. Bentley Foss 10:02, 2 Jan 2006 (GMT)
    • Re - This doesn't screw with your skills, unless you count seeing an air-launched flare or looking into surrounding blocks to be skills. Those two things are all this really affects. It does not change your chances to hit, limit what weapons you can use, hamper movement (although I did consider adding a 1 AP cost to everyone for movement in snow, to simulate drifts and icy conditions, but scrapped the idea), or anything else. --SCAScot 16:39, 2 Jan 2006 (GMT)
  • Kill - Unless we're talking about Silent Hill-style fog, I don't how extreme it could be, I mean, sipping into rooms? Did you ever see fog actually "sipping" into rooms? Naaah man --Father Gregoriy 21:15, 2 Jan 2006 (GMT)
    • Re - Don't be ridiculous - fog doesn't actually enter the room. However, because the building is damaged and no longer weather tight, you would notice an increase in the humidity - 'The clammy chill of fog...' The same reasoning is used for snow (blowing in through cracks in the walls, broken windows, holes in the roof, etc.) --SCAScot 04:55, 4 Jan 2006 (GMT)

BioHazard Class

Timestamp: 22:01 31 Dec 2005
Type: New Scientist Class
Scope: {{{suggest_scope}}}
Description: Create a new scientist class to balance the tree out to 3 instead of 2. The Class would start as a cross breed between a Privite and a necrotech employee. They would start out with the following items

1 shotgun fully loaded and 2 shotgun bullets

Their skills would include NecroTech Employment and Basic Fire Arm training

The backstory on them would be that they were sent in as a rescue team with full accese to Nerco Tech's equipment to locate any lost scientists they encounter. They have been properly armed to defend themselves and are also being sent in to study the zombies and to report to their higher superiors. This is a very Big change and I would doubt that it would become part of the game.

Votes

  • Kill Way too overpowered--grassman 22:14, 31 Dec 2005 (GMT)
  • Kill --Lord Evans 22:15, 31 Dec 2005 (GMT)
  • Kill Overpowered to the extreme--ZedKilla
  • Kill - You were right about one thing: it won't be part of the game. --Arcos 23:23, 31 Dec 2005 (GMT)
  • Kill - You are not Gordon Freeman, this is not Half-Life. --VoidDragon 23:30, 31 Dec 2005 (GMT)
    • Re What does Gordon Free have to do with this? I got this idea from the book the hot zone
  • Kill - One skill good, two skills bad. Rhialto 00:33, 1 Jan 2006 (GMT)
  • Kill - The problem with this, amoung other things, is that it blurs the lines between classes too much. Scientists need to be distinct from military.. tis bad enough all characters end up the same at the end, why do we need to make them so similar at the begining? Scientists are not the military... thats why we have them different. Where'd the drawback of this Biohazard class? Necrotech Employees/Doctors have the drawback of not startign out good at combat, but Privates have to contend with the lack of ability to heal as well or ID NEcrotech buildings, etc etc. BALANCE. Finally, you need to go read the suggestion guidelines. The part where it explains that if you need to say "I would doubt that it would become part of the game" then you are probably right and shouldnt bother with it. --Jak Rhee

Re I thought the point of the suggestion page was to suggest ideas that might improve the game or make it more fun. Not to tell people not to bother putting their ideas down

  • Kill - Because two good starting skills is one too many. --Dickie Fux 00:42, 1 Jan 2006 (GMT)
  • Kill - If your suggestion begins or ends with something along the lines of "I'm not sure this will pass", it probably means that it won't. Overpowered because nobody starts with two skills (except for firemen, and that's because hand-to-hand combat becomes useless once you get firearms). --Signal9 00:47, 1 Jan 2006 (GMT)
  • Kill - 2 skills is a bit much, besides don't think flavor first and mechanics last, think mechanics first and flavor last. It's a game, don't put things in because it would be cool to have, put things in that add gameplay.--Vista 01:59, 1 Jan 2006 (GMT)
  • Kill - First, it's overpowered. Too many skills, two many weapons. One skill and a fully loaded shotgun would maybe do. Second - This class would stand as the oposition of the Medic, the infamous non-fighter Military, which is in my humble opinion the worst class in the game. Anyway, this game offers a lot of possibility if you want to play a scientist with a gun. --ZheAldo 02:05, 1 Jan 2006 (GMT)
  • Kill - Maybe if they started out with the basic Necrotech Skill which only allows them to use DNA extractors and Basic Firearms, but not the full Necrotech skill. Coreyo 03:46, 1 Jan 2006 (GMT)
    • RE- Uh i never meant Full. I emant Basic so they can operate extrators and have enough firepower to defend themselves for like 1-2 days comon with a 30% hit and about 4 shots from a shotgun they're not bring anyone down fast
  • Kill No. Adding classes that have the starting advantages of two classes and not the disadvantages of those two are not good. AllStarZ 03:52, 1 Jan 2006 (GMT)
  • Kill - No starting with more than one skill. - KingRaptor 04:12, 1 Jan 2006 (GMT)
  • Kill - Reasons stated above and also broke this rule, Don't knowingly post unacceptable ideas - Jedaz 10:06, 1 Jan 2006 (GMT)
  • Spam - Starting with two skills is game breaking. I mean, why would anyone want to shoose any other class? And it would utterly destroy zombies who already have it hard. --Grim s 22:35, 1 Jan 2006 (GMT)
  • Kill - This game really doesn't need every conceivable starting skill/item combination. Bentley Foss 10:03, 2 Jan 2006 (GMT)
  • Kill - See above. And it's shotgun shells not bullets.--The General 16:07, 5 Jan 2006 (GMT)

Select Dropping

Dupe of Peer Reviewed Multiple Item Drop. --Brizth 00:57, 1 Jan 2006 (GMT)



Influence Supply Drops

Spam by three spam and billion kill votes: Ridiculous suggestion, and even more ridiculous numbers in suggestion. --Brizth 12:05, 1 Jan 2006 (GMT)


New Skill: Boxing

Timestamp: 21:50 31 Dec 2005
Type: New Skill
Scope: Survivors
Description: Boxing (You have an additional 40% chance to land a punch attack.)

Prerequesite: Hand-to-Hand Combat

Votes
Vote Here

  • Kill But why? once you get the fire axe there's no more use for punching. Even more so when you get a gun--Drogmir
    • Comment - Guns take bullets which take dozens and dozens of AP of searching. Axe maxes out at 40% to-hit. This would max punch out at 65% and require no searching for anything to use it. Also, alot of people see themselves as a martial artist and this adds to the flavor of the game. --Jason Killdare 03:01, 1 Jan 2006 (GMT)
      • Re-Then why not make another skill to higher the axe hit ratio?\
        • Re - Because axe does 3 times the damage of punch. Sounds a little unbalanced to me. --Jason Killdare 03:26, 1 Jan 2006 (GMT)

]*Kill - the skill should be called Foxy Boxing. - Isambard 03:10, 1 Jan 2006 (GMT)\

    • Question - If I rename it that, will you vote for it? --Jason Killdare 03:23, 1 Jan 2006 (GMT)
  • Kill Hell no man. In any case, this deserves a kill because melee weapons are made to have less dmg and less accuracy to balance the fact that firearms require ammo, although I do think that aiming with a gun has considerably more inaccuracy than hitting with an object, although this is compensated by needing alot of skills to make guns very effective. AllStarZ 03:46, 1 Jan 2006 (GMT)
  • Kill - We don't need no stinkin' boxing! Just pick up an axe and get basic melee skill. It's much easier. Coreyo 03:50, 1 Jan 2006 (GMT)
  • Kill - Who the hell uses punch as a serious weapon anyway? Only melee weapons I want to see upgraded are the knife and crowbar. - KingRaptor 03:54, 1 Jan 2006 (GMT)
    • Re - That's a rather silly statement. If something was made better more people would use it. --Jason Killdare 04:26, 1 Jan 2006 (GMT)
      • Re - You're not seriously suggesting that Punch should be beefed to the point it becomes a viable alternative to the axe, are you? - KingRaptor 05:34, 1 Jan 2006 (GMT)
  • Keep - Just because the author can zealously respond to comments. Even at +40%, you'd still be doing almost less damage per AP then an axe. --Nessola 04:41, 1 Jan 2006 (GMT).
    • Hooray! - You rock my friend! --Jason Killdare 04:46, 1 Jan 2006 (GMT)
  • Keep - Oh, hell yes. Gives people a good reason to fall back on punching when they run out of ammo/accidentally drop their preferred melee weapon. --John Taggart 05:41, 1 Jan 2006 (GMT)
  • Kill - +40% seems a bit much to me. And, personally, if forced into melee combat against a walking corpse, I'd rather hit it with something that isn't attached to my arms, and can't be painfully ripped off and eaten.--Arathen 05:50, 1 Jan 2006 (GMT)
  • Kill - I actually do like this. Unfortunatly, it gets defeated by the fact that Survivors, at the moment, do not need ANY skills that make them more deadly in any way shape or form. I will not vote Keep on something like this until the day FEAR returns to Malton. I would give anything for fear... --Jak Rhee (GMT)
  • Kill - Because the punch attack is what you're supposed to use when you haven't got anything better. Rhialto 07:09, 1 Jan 2006 (GMT)
  • Dupe - I know it cause I suggested it! Check undecided suggestions, Boxing and Martial Arts skill! --Jon Pyre 09:19, 1 Jan 2006 (GMT)
  • Kill - I would vote keep IF and only if it was a crossover skill, doesn't make sense that Zombies can't use the strength/acuracy from their living life especialy with a +40% bonus. - Jedaz 13:42, 1 Jan 2006 (GMT)
  • Kill - As Jedaz said, make it a cross-over skill, and then see how popular it'd be. --WibbleBRAINS 16:16, 1 Jan 2006 (GMT).
  • Kill - Additional 40%? Sorry, but no. That's far too drastic. --Daxx 16:22, 1 Jan 2006 (GMT)
  • Keep - This is a great idea. As well, I like it. IT IS TEH ROXXORZ! Make the percentage %25 though. KEEP KEEP KEEP!!!! --Ev933n 20:36, 1 Jan 2006 (GMT)
    • Re - If you don't like it as it's written, the proper vote is kill. Bentley Foss 10:06, 2 Jan 2006 (GMT)
  • Dupe/Kill -- As Jon Pyre said his suggestion is [| here ]. There are some slight differences though, so perhaps this does not count as a pure dupe. Otherwise I'd say I agree with Jak Rhee, nifty idea down the road perhaps. I'm wondering if this concept is on the frequently suggested page. --Thelabrat 06:05, 2 Jan 2006 (GMT)
  • Kill - No. Bentley Foss 10:06, 2 Jan 2006 (GMT)
  • Keep - Yes!--The General 16:22, 5 Jan 2006 (GMT)

Add A Contact

Timestamp: 22:00 31 Dec 2005
Type: Interface
Scope: Survivors and Zeds
Description: Simple Idea instead of having to have a contact within the same block to add him.

Why not just have the ability to type in a name and get them in a contact list. . Make it less like a contact list and more like a friends list

Votes

  • Keep - Since you can do this in the meta-game anyway, I'd be for the ease benefit of having a feature like this in the game.
  • Kill - Too much programing for little reward, you can alredy add someone to your contact list even if you are not in the same block. How you ask, just get the link to their profile and add them from there, it works. - Jedaz 03:49, 1 Jan 2006 (GMT)
    • RE well it won't hurt anyone will it. What about people who don't bother to post on forums or rarly does it? It won't kill you to have an easier way to talk to contacts in game and to add them
      • Re - (Sorry for breaking the Re rules) Well for those people they won't get other character names because they won't post enough, and, as said before, they can just get a link to the characters profile if need be. - Jedaz 09:56, 1 Jan 2006 (GMT)
  • Kill - See Jedaz's reason - Jak Rhee
  • Kill - As above --Signal9 04:02, 1 Jan 2006 (GMT)
  • Kill - I don't really object to having a way to search profiles by name (although it's hardly an urgently needed addition), but the email messaging isn't necessary. --Dickie Fux 14:06, 1 Jan 2006 (GMT)
  • Kill - What Dickie Fux said. --WibbleBRAINS 16:19, 1 Jan 2006 (GMT)
  • Kill - Email messaging will kill the Mobile Phone systems. --ZheAldo 19:08, 1 Jan 2006 (GMT)
    • RE -Well i Changed it so all you have to do is add a name and you get them on. Even though it's not urgently needed it would be a nice addition an d would make life easier I believe
  • Keep- I like this idea I think it help newbies out a little more--Drogmir

New Skill: Dead Cling

Timestamp: 22:00 31 Dec 2005
Type: New Skill
Scope: Zombies
Description: Dead Cling (You have a 30% 10% chance of successfully climbing up the side of a barricaded building. Each uses 1 AP. It takes three successful Dead Cling attempts for you to get high enough to drop through a window into the building below. If you fail an attempt you have a 30% 100% chance to loose your footing and fall to the street below. If you don't loose your footing and fall, all successful attempts are saved and your progress up the building is displayed by a 1/3, 2/3 and finally 3/3 in which case you will have a 'leap down' icon appear. 'Leap down' will cost you an additional AP.)

Votes

  • kill-This would render barricading useless then if a zed in 4 lucky attempts just climbs over your extremly heavy barricaded building and kills you
    • Re True, but the odds are not in their favor. And if ONE LONE ZOMBIE climed into an extreamly heavily barricaded building they would be dead shortly anyway. This suggestion really doesn't let them mass easily. And I repeat, the chance of success is NOT in their favor. There is less than a 10% chance of success on 3 attempts.
  • Kill Hell, why don't we stop barricading if there are about 15 zombies? AllStarZ 03:42, 1 Jan 2006 (GMT)
  • Kill Multiply it by a thousand... see? No worky. --Jak Rhee 03:42, 1 Jan 2006 (GMT)
    • Multiplying it by 50 would already make this not work. AllStarZ 03:48, 1 Jan 2006 (GMT)
  • Keep - Kill - Actually, the Dos and Do Nots say multiply it by a billion, but just a thousand should be enough. Change it to 10% for success and 100% to lose your footing if you fail. (That would make a successful climb be three successes in a row = 0.13 = one in a thousand) --Signal9 03:53, 1 Jan 2006 (GMT) - Vote changed. --Signal9 03:59, 1 Jan 2006 (GMT)
    • Re - Good suggestion. I see your math on this. I changed it. --Jason Killdare 03:56, 1 Jan 2006 (GMT)
  • Kill - This assumes Zombies to be agile. If a survivor can't get inside from the stree then Zombies shouldn't be able to either - Jedaz 03:54, 1 Jan 2006 (GMT)
  • Kill - 100% is too high, 50% and you would get a keep from me,Edit: I will compermise at 55% that is the same as a pistol with basic pistol training.Edit2: or raise base accurccy to above 25% then I will agree to 80% chacne to fall if fail - --Fullemtaled 04:13, 1 Jan 2006 (GMT)
    • Re - Then I will lose a vote from Signal9 :( Would you both agree on 75%? --Jason Killdare 04:23, 1 Jan 2006 (GMT)
      • Re: - 75% should still be okay. Still... a lot of people don't like it because of the flavor, not just the numbers. --Signal9 02:51, 2 Jan 2006 (GMT)
  • Kill - Can you give me one example of a zombie movie where a zombie climbs up a wall and drops in through the roof? Maybe if you changed it to zombie human pyramid.. no, not even then. Changing your ideas completely just to get votes = weak. --Nessola 04:46, 1 Jan 2006 (GMT).
    • Comment - I can post all the suggestions I want ... in my head. That doesn't get me any feed back, or put ideas out there that Kevin may read and implement anyway without votes -OR- perhaps, my suggestions will be rejected but give others an idea that is eventually accepted. Reguardless, posting here and getting things rejected is a win in my opinion anyway.
  • Kill - Why? Hurts lowbie zombies because that's one less older zed helping them tear down the 'cades - he's wasting his AP trying to climb in.--Arathen 05:54, 1 Jan 2006 (GMT)
  • Kill - Three successful attempts in a row, at 10% per attempt. One chance in a thousand to climb in. In comparison, you can destroy barricades, open the door, and feed in juicy entrails at above a better success rate in 50AP (though you might not have much AP to spend attacking, it's better than spending two years trying to climb the building anyway). --Hexedian 06:21, 1 Jan 2006 (GMT)
  • Kill - Zombies don't climb; one in a thousand makes it worthless; multi-step skills are difficult to implement on the programming side of things. If barricades need nerfed a bit (and I'm not saying if they do or not), then there are easier ways to accomplish that than this. --Dickie Fux 14:13, 1 Jan 2006 (GMT)
  • Kill - Leaping lizards, Spidermen zombies! --WibbleBRAINS 16:21, 1 Jan 2006 (GMT)
  • Kill - What Dickie Fux said. --Daxx 16:24, 1 Jan 2006 (GMT)
  • Kill --ZheAldo 19:09, 1 Jan 2006 (GMT)
  • Kill - We're trying to make awful suggestions that go against half the rules in the Suggestions_Dos_and_Do_Nots, aren't we? Bentley Foss 10:06, 2 Jan 2006 (GMT)

New Skill: Midden

And Dupe is is. Spaminated. --John Taggart 05:46, 1 Jan 2006 (GMT)