Suggestions/3rd-Mar-2006

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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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Ravenous

Timestamp: 00:25, 3 March 2006 (GMT)
Type: Skill
Scope: Zombies
Description: Subskill of Digestion. If the zombie has not killed in a long period of time they become even hungrier and more desperate in their attacks. Each bite attack a zombie with Ravenous performs deals 1 extra damage if the zombie has not killed anyone in two weeks or longer. This extra damage would be negated by a flak jacket.
  • Notes: This skill would give survivors a viable reason to wear flak jackets as currently they are only useful against firearms. Two weeks I think is the perfect length of time as it is a significant amount of time as to not just give zombies a free extra attack point for bite attacks, however many zombies do not get kills every week so many of those would be able to take advantage of this skill.

Votes

  1. Kill - If a zombie has enough experience to be using experience on digestion and this subskill, they can probably kill a human a day. Maybe make it automatic for zombies to have at all, although that seems imbalanced if you multiply by a billion. EDIT: Forgot to sign --Agent 24601 01:10, 3 March 2006 (GMT)
  2. Kill - I think it makes bite a little too powerful. The bite/claw damage and attack percentages are pretty balanced where they are right now. --Cinnibar 01:41, 3 March 2006 (GMT)
  3. Kill - There is something seriously wrong with any zombie that can't kill anybody within two weeks. So it would never come into effect enough to be worth the Xp. if it did however it would still be kill as Bite is the most versatile attack with a very decent 1.2HP/AP already making an increase in damage overpowering. (in third place in strenght in the entire game, topping axe because of the benefits. I find it the best attack in game.)--Vista 02:15, 3 March 2006 (GMT)
  4. Kill If you haven't found some poor wounded slob caught outside to kill in 2 weeks, you should quit playing altogether. I don't think this skill would ever come into play.--Mookiemookie 03:22, 3 March 2006 (GMT)
  5. Kill - Too overpowered. Teabag23 03:23, 3 March 2006 (GMT)
  6. Kill - It's like a skill that can be abused (read, probably overpowered in some cases), only it doesn't always work, and has an annoying drawback. --McArrowni 04:05, 3 March 2006 (GMT)
  7. Kill - As most of the above. In fact, the more I look at this, the more I'd swear that someone dug this idea out of the dark grey depths of the past suggestion pages....It seems weirdly familiar. Bentley Foss 05:55, 3 March 2006 (GMT)
    • Re I'm probably reappropriating some old names I liked, probably ones I wrote. But the suggestions are original. --Jon Pyre 06:16, 3 March 2006 (GMT)
  8. Kill - neat idea, flawed though -Banana Bear4 08:17, 3 March 2006 (GMT)
  9. Kill - Jon, you made this one?? I've gotten used to reasonable suggestions from you, but this one... like others said, it'd never come into play anyway. --Pinpoint 09:09, 3 March 2006 (GMT)
  10. Kill - So I don't log in for two weeks, get 1 extra attack, then attack survivors without killing them and get to keep the bonus. Also, ZK'ers would never lose the bonus since they only kill other zombies. Nope! -Kraxxis 15:18, 3 Mar 2006 (GMT)
    • Re I didn't say just survivors. The bonus also ends if they kill a zombie. And if you don't actually kill the survivors what's the point of attacking them? --Jon Pyre 21:49, 3 March 2006 (GMT)
  11. Kill - What Kraxxis said Timid Dan 17:28, 3 March 2006 (GMT)
  12. Keep - Good skill for overcoming any very frustrating time period where your zombie way have had a hard time finishing off survivors (may have hit several but ran out of AP before the "Coup De Gras". There is also the fun idea of "oh crap, this zombie is hungry!" element.. What the hell, it's not like it's overpowered or anything, it's a reasonable and "fun" skill that has a survivor 'balance' to it. MrAushvitz 14:18, 3 March 2006 (GMT)
  13. Kill - One zombie strategy is to bite and infect everyone in a building when they crack it open. It can be more effective (and certainly causes more chaos) than spending the AP trying to kill just one of them. I'd have a permanent bonus to my bites with one of my zombies, cause that's all he does - break down doors and infect. (And my other zombie would never get this bonus - he's a stone cold killa.) --Blahblahblah 22:03, 3 March 2006 (GMT)
    • Re Good point. I like the idea of a skill that relies on hunger and is active only a while after they've killed but you bring up a good point: that many zombies aren't trying to kill. I'll have to rethink this one. --Jon Pyre 23:54, 3 March 2006 (GMT)
  14. Kill - Once zombies get all their skills (and don't need the XP from kills), they could go and bite every survivor in a safehouse until they're down to 5HP (or less), then move on to other players and repeat. You'd infect everyone such that they might die before they can be healed, and you'd never kill anyone. Far too open for abuse, but an interesting core idea. — g026r 22:28, 3 March 2006 (GMT)
  15. KIll - Useless, and the hit ratios are fine, and if you don't kill in a week, you need to switch sides!--DicktheTech 17:20, 8 March 2006 (GMT)
    • Tally - 1 Keep, 14 Kill, 0 Spam --06:04, 27 March 2006 (BST)

Body Check

Timestamp: 02:22, 3 March 2006 (GMT)
Type: Skill
Scope: Zombie Hunters
Description: This would be a Zombie Hunter Skill. When in a block with a dead body you are given the option of "Checking the Body" which would tell you how long they've been dead (in hours) and what weapon killed them. i.e. "You check a nearby corpse, it appears to have been dead for X hours, they have BITE MARKS on them." the second part of the check "BITE MARKS" is just an example, it could also say SHOTGUN HOLES, PISTOL WOUNDS or AXE MARKS as a way of telling what killed them. This could only be done to the first dead body on the list. If the body had been there for more than 24 hours it would say "This corpse has been here awhile...". I dont think this overpowers the game or hurts anyone and were in dire need of some other kind of Zombie Hunter Skill.

Votes

  1. Keep - Author Vote. Slavik 02:22, 3 March 2006 (GMT)
  2. Kill- But why would you want to waste ap checking a body for random pieces of trivia? Drogmir 02:34, 3 March 2006 (GMT)
    • RE - I dunno, maybe to see what the hell happened when you enter a PD full of dead bodies, i also notice i gave no ap cost, for future refrence, lets say it costs 1ap. Slavik 02:41, 3 March 2006 (GMT)
  3. Dupe - Dissection Check previous submissions before posting.-- Cinnibar 02:37, 3 March 2006 (GMT)
    • RE - I think you'll find there are some key differences between that suggestion and mine: 1) It is a Science Skill so people could get it any time. 2) It gives XP, mine does not. 3) It requires an item to use. 4) you can check EVERY dead body in one place. 5) Each dead body can only be "dissected" once each time it dies.
  4. Kill- why even have it? Moon stone 03:04, 3 March 2006 (GMT)
    • RE - Why even have it? Why even have Newspapers? Why even have SprayCans? Theres heaps of things that serve no purpose, this DOES though, it provides info you could actually USE. Slavik 03:10, 3 March 2006 (GMT)
  5. Kill - Pointless, and when the balance is 67/33 in favor of survivors and trending downward, I think it's laughable to say that they're in DIRE need of anything at this point.--Mookiemookie 03:19, 3 March 2006 (GMT)
    • RE - A SINGLE Zombie Hunter SKILL in a group of its own is what's laughable. Is pointles the only reason you (thats right im saying your all one person) you have for voting Kill. This skil hurts NO-ONE and gives people something else to do. Slavik 03:32, 3 March 2006 (GMT)
  6. Keep - I dont see the problem with this. It seems to work. Teabag23 03:25, 3 March 2006 (GMT)
  7. Kill - Not needed. Useless. --Grim s 03:54, 3 March 2006 (GMT)
  8. Kill - It would take way too many APs to know what went on in an area. You coudn't tell that from just one body--McArrowni 04:25, 3 March 2006 (GMT)
  9. Kill - Grim said it before I. Velkrin 04:38, 3 March 2006 (GMT)
  10. Kill - If you're going to give out this information, Dissection really is the way to do it. Bentley Foss 05:58, 3 March 2006 (GMT)
  11. Kill - I see no need for it anyway, but I would prever Dissection if I did.--Vista 12:56, 3 March 2006 (GMT)
  12. Kill - Wastes AP and doesn't have a single use. Maybe Steve Irwin might say yes, but I say no. -Kraxxis 15:20, 3 Mar 2006 (GMT)
  13. Kill Could someone explain to me why zombie hunters DIRELY needs a new skill? -Wikkid Bigshot 14:33, 3 Mar 2006 (EST)
  14. Keep - Ain't hurting anybody, and gives you an idea of who's been 'whoopin' a$$' in this area.. 'This body is badly burned with several flares'. Information is flavour. ALL good, baby! MrAushvitz 14:25, 3 March 2006 (GMT)
  15. Kill - I'd like to see another zombie hunter skill, just not this one. --Blahblahblah 22:06, 3 March 2006 (GMT)
  16. Kill - So they've got bullet holes, does that mean they're a zombie that got killed, or a survivor that got PKed? (Same thing for bite marks.) I just don't see the use of this. — g026r 22:31, 3 March 2006 (GMT)
  17. Keep - It's not useless, but it isn't too helpful, so why get rid of it, its something to add next to Headshot!--DicktheTech 17:20, 8 March 2006 (GMT)
    • Tally - 4 Keep, 12 Kill, 1 Dupe --06:04, 27 March 2006 (BST)

Sword

Deleted by author becase it was F#$%ed up.


Feeding Frenzy

Timestamp: 05:46, 3 March 2006 (GMT)
Type: Skill
Scope: Zombies.
Description: You would have to have both Tangling Grasp and Digestion to take this skill. If a survivor is killed while you are holding onto them with Tangling Grasp you are healed 10hp. You need not make the killing blow yourself (although you can). Only heals the equivalent of a first-aid kit and allows a few zombies to work together on a kill and then nibble on some meat together.

Votes

  1. Kill - Digestion is good enough by itself. Even the weakest zombies can already heal faster than any survivor, considering they have to pay (at most) 15 AP to gain full HP. Bentley Foss 06:06, 3 March 2006 (GMT)
    • RE - That assumes that the zombie hits every time. A more realistic figure would be somewhere between 1.2 and 1.6 hit points healed per AP (presuming V.M. + Neck Lurch + Tangling Grasp). It actually takes between 38 and 50 turns to fully heal a near dead zombie with body building. Of course, the zombie could always just die and come back with full hit points after a 1-15 AP stand-up penalty. Kramer 13:39, 3 March 2006 (GMT)
  2. Kill - If I see another suggestion with Feeding Frenzy as it's title I will kill something cute and fuzzy!--RAF Lt.G Deathnut 06:20, 3 March 2006 (GMT)
  3. Kill - Oh God, I hope it's a baby seal. Remember, keep the fur and throw the rest to the bears. That way there really is a feeding frenzy. --Cabbage cookies 07:24, 3 March 2006 (GMT)
  4. Kill - I don't think this has any real use. My zombies always either dead, or alive, except for in the rare event of real time combat, but healing isn't so important for zombies even then. -Banana Bear4 08:24, 3 March 2006 (GMT)
  5. KIll NO HEALING FOR ZOMBIES! --Jak Rhee 12:08, 3 March 2006 (GMT)
  6. Kill -Alternative way of healing for zombies: suggestion version 10.946. Vote: response version 1. Zombies don't need new ways to heal. they already have two ways of healing. HP is irrelevent to zombies anyway. --Vista 12:54, 3 March 2006 (GMT)
  7. Kill - This is good for flavour, IMO. It's actually good healing for zombies, because claws are used all the time. The problem is that 10 hp for free is a bit much, IMO. Even for zombies, who don't need that much hp. I'd vote keep on a version that only healed 5hp, because this IS better than, say, knife combat. --McArrowni 14:47, 3 March 2006 (GMT)
  8. Kill - I was thinking this exact same suggestion (healing a little less, like an extra 3 health), but realized zombies don't need to heal. -Kraxxis 15:25, 3 Mar 2006 (GMT)
  9. Keep - Now THIS skill I think hits the nail on the head. If several zombies are working together as a group to take down a survivor safehouse.. and they make it inside, damn rights there's a feeding frenzy (zombie eats survivor #1, survivor #2 shoots him in head, zombie gets up and works over survivor #2).. Works for me, doesn't even cost AP, and requires 2 skills to even use! MrAushvitz 14:30, 3 March 2006 (GMT)
    • Tally - 1 Keep, 8 Kill, 0 Spam --06:02, 27 March 2006 (BST)

Body slam (Fixed)

Timestamp: 15:35, 3 March 2006 (GMT)
Type: Skill set
Scope: Level 5 Zombies
Description: Back story the zombies are learning to use their resistance for pain to their advantage slamming into humans with deadly force. A zombie sees a survivor a tasty meal. He goes to attack it when he trips and slams into the survivor he feels a dull thud as he hits the ground with his prey and begins to eat.

How it works This is a new move for zombies called Body slam it would be purchased for 100xp. The move does 5 damage to a human and 2 damage to the zombie. The base accuracy for this move is 20%. The message would show "you slam into ____ for 5 damage but the force of the blow damages you" for humans it would be "A zombie slams into you for 5 damage it seems stunned by the blow" It would work the same zombie vs. zombie as zombie vs. human.

Note You can only chose one or the other. You can choose tough skin and do 5 damage with a 20% chance to hit and only take 1 damage. or you can choose running speed and do 5 damage with a 35% chance to hit but take 3 damage.

The upgrades: Running speed You have learned to move faster giving your prey less chance to get away. Your accuracy for slam increases by 15% but it also increases the damage you take by one.

Tough skin You have been slamming humans for so long you are only hurt when 1 damage when attacking.

Barricade slam you have learned to use your slam against the human's pitiful barricades. You take 2 damage when attacking the barricades but take off 2 parts of it instead of one. The accuracy when attacking the barricade is the same when attacking a human or zombie. Having the "tough skin" skill does not help when attacking barricades you still always take 2 damage. This message would appear "You slam into the barricade it creaks you feel dizzy from the blow" "you slam into the barricade 2 parts of it collapse you feel dizzy from the blow" "you try to slam into the barricades but you miss" When you miss you take no damage.

NOTES Slam does not I REPEAT does not give you health from digestion this is what balances it out. It's a strong hit but you gain no health its good for fishing moves and low level humans. Also the skills tough skin, running speed and barricade slam are under Body slam on the tree however the order in which they can be purchased could be change depending on voter's choices. The message when attack with slam having tough skin would be "you slam into ____ for 5 damage you take 1 damage from the blow " and for humans "A zombie slams into you for 5 damage". Also this is for LEVEL 5 OR OVER ZOMBIES ONLY I don't think the damage for this move needs to do any more damage tell me what you think guys I hope this doesn't get shot down to fast...

Votes

  1. Keep-Author vote I hope I have made enough changes to balance it out a bit-Deadeye207 15:35, 3 March 2006 (GMT)
  2. Keep - I will do the math later today when I ahve the time. I may yet chagne my vote if it is still over powered. But, for now it looks good. - --ramby T--W! - SGP 15:55, 3 March 2006 (GMT)
    • Re-Mind if I add that now? or would that be to much to edit after submitting I mean changing so you can only pick one or the other-Deadeye207 16:05, 3 March 2006 (GMT)
      • Re - i think that adding it now would be a good idea, that way you can do 5 damage for 30% accuricy with 3 damage back to you or do 5 damage with only 20% accuricy but have only 1 damage back to you.Edit: I think that if there is more then one request for a change I would just read what the problems were and just rework it and just create a new suggestion later on. - --ramby T--W! - SGP 16:12, 3 March 2006 (GMT)
    • Re- Ok its been edited you can change your vote now-Deadeye207 16:21, 3 March 2006 (GMT)
  3. Kill. Dear God.... Don D Crummitt 16:46, 3 March 2006 (GMT)
  4. Kill - Okay, the normal attack part is now okay (it's equivalent to Tangling Grasp claws), but it significantly increases barricade-destroying ability. It's also too complicated, and has some worthless parts (no one is ever going to take Tough Skin instead of Running Speed) so it still gets a kill. --Sindai 17:02, 3 March 2006 (GMT)
  5. Kill - I just don't like it. The idea of a zombie hurting itself after it attacks a survivor does not seem appealing to me. --TheBigT 17:17, 3 March 2006 (GMT)
  6. Kill - What Sindai said. Timid Dan 17:26, 3 March 2006 (GMT)
    • Re Ok I think I have the perfect mix in mind now I think ill drop the extra barricade smashing and just make it so you dont hurt your self when slaming the barricade and ill drop tough skin and the extra damage with running speed I think thats a good mix-Deadeye207 17:30, 3 March 2006 (GMT)
  7. Kill - Sacrificing health for damage is a decent game mechanic in some other games. It just doesn't fit with UD. And, people, for the last time: barricades are fine. leave them alone Bentley Foss 17:51, 3 March 2006 (GMT)
  8. Kill - with flackjackets it would become a bite without the aditional benefits but with a 5% higher to hit percentage offsett by damage to the zombie. not needed, nor even in flavor.--Vista 18:12, 3 March 2006 (GMT)
  9. Kill - Call me crazy but I think zombies would abuse it in a sexually explicit manner. Imagine zombies slamming each other in a church! Okay, not constructive criticism... I can't say it any better than Vista has already. -Kraxxis 18:47, 3 Mar 2006 (GMT)
  10. Kill - What's been said - plus it's Urban Dead, not WWF. --Blahblahblah 21:14, 3 March 2006 (GMT)
  11. Keep - This makes sense for so many reasons. Zombies getting over enthusiastic just to 'catch up' with some pesky humans runs into them and both fall down. i think it's cool, but I'd recommend Kevan only allow this move when you 1st enter a location (opening 'charge') but even if he doesn't do that. I say it's very well balanced (no digestion, hah? hah?), and fun. (Come on some zombie slams into you and you both fall down, it's a lot more 'hands on' and adds to the craziness of the whole ordeal. Hey if this one doesn't make it try again naming it "Body Charge" or "Full body takedown" MrAushvitz 14:30, 3 March 2006 (GMT)
  12. Kill Barricades should not be made easier to destroy. --Jon Pyre 21:46, 3 March 2006 (GMT)
  13. Kill for same reasons for last kill vote on this Alton Brown 07:14, 7 March 2006 (GMT)
    • Tally - 3 Keep, 10 Kill, 0 Spam --05:53, 27 March 2006 (BST)

Special Merchandise Item

Spaminated with 7 out of 7 spam votes. Do I have to put this in peer rejected now? --McArrowni 18:43, 3 March 2006 (GMT)

No, just move the entire thing to Merchandise Suggestions. -- Andrew McM W! 19:25, 3 March 2006 (GMT)

It's already there (just scroll down till you see the image). --McArrowni 22:12, 3 March 2006 (GMT)


Ankle grab upgrade

Retracted as demanded by author. Was possibly a good idea, but needed a bit more work--McArrowni 22:18, 3 March 2006 (GMT) For the record, this version had 1 keep, 4 kills, and 1 spam.


Search Priorities

Timestamp: 15:06, 3 March 2006 (GMT)
Type: Survivor Skill
Scope: Increase search chance: Specific Item
Description: Skill Prerequisites: Level 5 or Level 2 (Scout or Consumer)

Game Mechanics: You have a "Search Priority" button that (when you click on it) gives a menu that allows you to choose from a large list of items that can be 'found' in the game when searching. The specific item that you 'choose' as your search priority is the item that is your GOAL item, what you really want to find. You have a +1% search chance to 'find' this item in buildings where this item can normally be found.. a 0.25% search chance to find this item in buildings where it 'might' be found (Kevan's discretion), and a 0.05% chance to find it where it is 'damn unlikely' to be found (searching the middle of a field for example). These % chances do not change normal search chances, they replace the 'you find nothing' chance.

This skill would make some buildings which 'suck' for searching another resevior of possibilities (this skill will make any 'junkyard' more interesting.. as it is likely to be the 'might' location for most items in the game. (If you looked long enough you'll find all sorts of crap in the junkyard, even fuel, flak jackets, etc.)

This skill can come in handy when all the 'good' buildings are too barricaded to even enter. Or you just prefer to use your shotgun, and just want more shotgun shells.

Votes

  1. Keep - Author Vote. Now why wouldn't I vote for this? If you need a new generator you're looking for a generator.. we have a generator, need gas, me get 'um gas. I welcome criticism on this one, but I imagine many players may say it is up their alley. Or at the very least, something they can use. I kept the skill req's low so new players can have 'fun' searhing. And wouldn't it be nice to find a decent gun in a school locker (or the needles you need in the schoolyard, outside), and the occasional cellphone in a hotel or hospital? MrAushvitz 15:15, 3 March 2006 (GMT)
  2. Kill People would just use it for a slightly higher chance of finding ammo most of the time. And otherwise, shouldn't finding what you want require a bit of searching? --Jon Pyre 22:23, 3 March 2006 (GMT)
    • Re- I believe you're quite correct, it will be used to find ammo most of the time. If you need ammo, and all of the buildings which are good ammo stores in your area are all heavily barricaded. It's going to be hard for your gun based character to have much success. If you prefer a pistol, or a shotgun (or only have 1 or the other) you're going to be tired of finding the 'other' ammo when you need the 1 right now. Just my point. You aren't just searching you're looking for something specific, everything else you find is just icing on the cake. -MrAushvitz 16:00, 3 March 2006 (GMT)
  3. Kill - Specific Search (peer-reviewed) does it better --mikm W! 22:39, 3 March 2006 (GMT)
    • Re- 'Does it better'.. by making you have to click on the menu EVERY time you search.. as opposed to this skill where you select it on the button menu and then it's 'always on', no matter where you go, until you change it. Specify, please, in excruciating terms how that suggestion 'does it better'.. prove me wrong. -MrAushvitz 15:50, 3 March 2006 (GMT)
      • Re - I don't mean the interface. I mean the mechanics. A 1% chance increase is practically worthless. I'd rather have the 1.5x chance to find something (and have a smaller chance to find other items so the % chance to find something within a building is still balanced). Also, the near-infinite chance to find something that doesn't belong there is worthless. If somebody wants a gun, a police station is generally pretty close - they aren't going to search an empty square. --mikm W! 23:12, 3 March 2006 (GMT)
    • Tally - 1 Keep, 2 Kill, 0 Spam 05:51, 27 March 2006 (BST)