Suggestions/4th-May-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.
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Reanimation

Timestamp: 01:05, 4 May 2006 (BST)
Type: Skill
Scope: Survivors
Description: Many people like to play both sides of Urban Dead, switching their allegiance occasionally for a change of pace. Sometimes I'd like to try playing a Brain Rotted zombie, but didn't want to face having an immense hassle in getting revived inside a powered NT building each and every time the next time my allegiance went back to human. Here's an answer to that.

Reanimation would be a high level Necrotech skill that would use NecroNet Access as prerequisites. A survivor with this skill would have a new button when in powered Necrotech buildings: Reanimate, which would cost 1AP. This is a procedure in which the scientist injects themselves with a self-made solution to repair their rotted brain tissue. The next time they die their Brain Rot skill is dormant. The zombie can be revived and scanned without difficulty. When revived if they do not Reanimate themselves once more the next time they die their Brain Rot would be fully active again.

This skill would improve the game in that it would provide players with more options. I may want to roam around Ridleybank as a brain rotted zombie for a month or two, but then for a change of pace I might want to go defend a mall somewhere. If I want to stay human for a while then it's convenient to not have your own skill force you to go through the difficult process of an indoors NT revive each time. If I ever want to become a brain rotted zombie again it's a simple matter of not reanimating myself next time I'm revived. This wouldn't hurt gameplay balance as it doesn't penalize anyone, it simply allows players to have more options as to what they'd like to be doing.

Votes

  1. Keep Author vote. Doesn't hurt anyone, just provides more gameplay options. This way people can be brain rotted for a while, then switch back and stay human, and then switch back to zombies. Believe it or not this shouldn't hurt zombie numbers but might even help them in that more players would be willing to take Brain Rot and play as Brain Rotted zombies. How can giving players gameplay options be a bad thing? --Jon Pyre 01:05, 4 May 2006 (BST)
  2. Keep not compilcated = good. helpfull = good. this = keep --ramby T--W! - SGP 01:16, 4 May 2006 (BST)
  3. Kill - Despite having hefty prerequisite skills and needing a powered NT Building, 1 AP seems too low to me. Bump it up to 5 or 10 and I'd be content. – Nubis 01:18, 4 May 2006 (BST)
  4. Kill - 10 AP will make me happy. Same as a revivification. -Wyn (talk!) 01:26, 4 May 2006 (BST)
  5. Keep - I like it. I always wanted Brain Rot.... Kill - I really like it, but it needs a higher AP (10 sounds good). Resubmit it, and I will vote keep (if you change it, of course). --Swmono talk - W! - SGP 01:28, 4 May 2006 (BST)
  6. Kill - You can't have your cake and eat it too, to use a figure of speech that someone turned around for some bizarre reason. - CthulhuFhtagn 01:38, 4 May 2006 (BST)
  7. Kill - A way to nagate your own Brain Rot sounds good. However due to the lack of a Change vote I am forced to vote kill. Its almost there but the fact that there will be many people with this skill and no use for it because they don't have Brain Rot anyway kills it. Perhaps in your next verson of this you can require that they have Brain Rot to be able to get this skill somehow. --Teksura 02:00, 4 May 2006 (BST)
  8. Kill "I think I should get all the benefits of brain rot with no drawbacks." Ummm, no. --Zaruthustra-Mod 02:06, 4 May 2006 (BST)
    • Re You'd have all of the drawbacks of using Brain Rot. You'd still need a indoor revive whenever you choose to benefit from Brain Rot's defensive abilities. Why should someone's skill penalize them? This skill would make it unnecessary for people to have one survivor character and one zombie character, you could switch back and forth between them. Besides, it's a skill...why should there be a drawback? --Jon Pyre 02:12, 4 May 2006 (BST)
  9. Kill - The point of Brain Rot is to avoid the hassle of combat revives. It is clearly only for the pure zombie player. Thus, Brain Rot has no draw backs.--Wifey 02:28, 4 May 2006 (BST)
  10. Kill Totally useless. Just get Brainrot and then go to a BrainRot revive clinic. --Technerd 02:29, 4 May 2006 (BST)
  11. Keep - Completely useless, you say? You have any idea how difficult those places are to run, and how many zombies (mine included) destroy their generators, ransack their building, and kill their careless personel, with no barricade issues, as a point of honor whenever we pass? Oh, and for those who want a drawback, here's one. You spend your AP in a powered NT building to have your stint as a human, do that however many times, and then are bored. Then, when you intentionally (or half-intentionally) die, you are vulnerable to Combat Revives when you don't want to be.--Guardian of Nekops 03:02, 4 May 2006 (BST)
  12. Keep - It's a useful idea, although one that has to be considered in light of overall game balance. I wouldn't want it implemented today, while zombies have the upper hand, but I would like to see it in the queue for the next time zombies need a slight boost. --Dan 03:10, 4 May 2006 (BST)
  13. Kill - It's a nice thought, but honestly... you don't want to see my rotter as a human player who can get revived like other humans (and he has been revived before by powered NecroTech). He's just not a nice guy. I suspect that's true of most of the characters who've been rotted -- their players intended to wreak much havoc with them. Maybe I shouldn't be extrapolating from my own situation here, but IME you really don't want rotters sleeping in your safehouse. I might keep if the AP cost were higher, though. --John Ember 05:44, 4 May 2006 (BST)
  14. Keep - For all it's worth I like it. Only problem I have with it is it's name. Mabey Preservation would be a better name. - Jedaz 07:19, 4 May 2006 (BST)
  15. Keep - I pressed her thigh and Death smiled. --Ron Burgundy 08:15, 4 May 2006 (BST)
  16. Kill -You can't have your cake and eat it too comes from the former practise of young ladies placing a piece of wedding cake under their pillow, so those ladies would dream of their future husband, this was of course impossible if they ate it beforehand. So with "You can't have your piece of cake for dreaming of future husbands and eat it too" would have made the root of the saying more clear, but I doubt it would have catched on enough for me to use it here though--Vista W! 08:21, 4 May 2006 (BST)
  17. Kill - Exactly what Vista said. --Cyberbob240CDF - Arb - W! 08:23, 4 May 2006 (BST)
  18. Kill Brain rot was originally intended to be an irereversable transformation into a zombie. This removes the level of dedication to the cause required for this skill. It is, and always has been, a mark of dedication and prestige. Lets not change that. --Grim s-Mod 08:26, 4 May 2006 (BST)
    • Re Then simply don't take Reanimation. Brain Rot without Reanimation is exactly the same. --Jon Pyre 15:55, 4 May 2006 (BST)
    • Re -Not really, because when you take it now, even if you don't buy Reanimation with it, you know you can when push comes to shove. Its a sign of dedication because everybody knows its irreversible. that would be no longer the case.--Vista W! 21:32, 4 May 2006 (BST)
  19. Kill Brainrot should be what it was designed to be - a way of Zombie players staying zombies. If you have a fluxuating alleigence, don't get brain rot, just avoid revive points and, if you do get revived, find a building and jump out of a window. Problem solved. --HerrStefantheGreat 13:04, 4 May 2006 (BST)
  20. Kill I agree with Herr Stefan. If you want to keep switching sides dont get Brainrot. Simple as that. Krazy Monkey 13:05, 4 May 2006 (BST)
  21. Kill - If you want to play a survivor, start a new character. Timid Dan 14:14, 4 May 2006 (BST)
  22. Keep - Yeah, but what if I realized much later I might want that cake?!? Its quite possible that, even in this Zombie Golden Age, I might regret my previous decision. It's tough enough these days for an unaffiliated player to get a revive; It would seem even harder to get your rotter revived, given that several things have to go just right for it to work (with the added possibility of being revived, then killed before logging back on. With combat revives cut down to almost nothing these days, Brain Rot almost seems redundant, to be honest (there are a few perks associated with it, but hardly worth it). This seems an elegant way to sidestep (but not nerf) Brain Rot for a bit, so why not?!?--Xavier06 14:54, 4 May 2006 (BST)
  23. Kill Nice try, really. If want to be able to switch between survivor and zombie easily, don't take Brain Rot, especially not that there is no real reason to TAKE Brain Rot anymore. This would only affect the handful players, like me, with rotter zombies who want to play as survivors after having been a zombie for so long. It SHOULD be difficult to revive a rotter since you CHOSE to MAKE it difficult. Personally, I see it as more of a challenge keeping a rotted survivor alive.--Pesatyel 19:02, 4 May 2006 (BST)
  24. Kill once you Rot, you don't have a thought--Bermudez 00:03, 5 May 2006 (BST)
  25. Keep I like it, but obviously a lot of people don't. It did, however, give me an idea. How about the ability to un-learn Brain Rot for 100 EXP? hmm, I'll probably suggest that tomarrow morning so it can have an entire days worth of votes, with more details of course. --Rozozag 00:15, 5 May 2006 (BST)
    • RE - Rozozag don't even think about it. It will get Spamminated so fast, you won't be able to refresh the page before it's gone--Bermudez 00:25, 5 May 2006 (BST) Author Re's only please.--The General W! Mod 17:58, 6 May 2006 (BST)
  26. Kill - Dectruple the AP cost. MaulMachine 00:54, 5 May 2006 (BST)
  27. Kill Brain Rot is SUPPOSED to be something you can't turn back from once you get it! Yes, some who got brain rot wish they could get revived again, but they are told MANY times before they chose it that they couldn't get revived again if they got the skill (granted there's a minor exception now, but regardless), so they HAD to have known what they were doing when they chose the skill! I know it sounds harsh, but they knew what they were getting into if they chose the skill, so if they decide to get it, they should have to deal with it! --Volke 20:48, 5 May 2006 (BST)
  28. Kill Too powerful. As someone upthread said, a way to have your cake and eat it too. --Ky 01:08, 15 May 2006 (BST)
  29. Kill Brain Rot is meant to define zombie from human, if you clicked brain rot by accident, pay more attention next time --DJSMITH 14:38, 17 May 2006 (BST)

Revification Needle gun

This suggestion has been spaminated. It had ten spam votes, and 5 random votes (Each of which resulted in the abortion of five chinese people. Thanks a lot, now how am i gonna get my taxes done?) It can be found in Peer Rejected Suggestions. The problem was it would either be a syringe with a ten percent accuracy (increased by skills). The ammo would either be as hard to get as syringes or as easy as a pistol clip, making either super uber or pretty pathetic.

And you guys had you been serious with your votes this would have gone down faster. Just a note.

  • This should go on the spam hall of fame (do we have them?), along with all those votes:P. Haven't seen anything like this since the day of spam:P. --Changchad 17:18, 4 May 2006 (BST)
How high is this horse you're on? Pretty damn high. Tokakeke 01:00, 7 May 2006 (BST)

Suggestion one-day delay

This has been moved to the Talk page, as it's not a suggestion. – Nubis NWO 16:07, 4 May 2006 (BST)

Additional comments moved to discussion as well --CPQD 22:54, 4 May 2006 (BST)

Rifle

A dupe of one of any of the over-suggested rifle suggestions. Removed with 6 Dupe Votes, 2 Spam Votes and an author keep. – Nubis NWO 22:52, 4 May 2006 (BST)


If 6 Turned out to be 9

Timestamp: 21:33, 4 May 2006 (BST)
Type: Improvement
Scope: Groups
Description: I, Ron Burgundy, do hereby suggest on this most serious of wiki pages the following:

On the stats page, next to the number of people in each group, list the numbers of living, dead, and undead members. That way, onlookers can see where the fight is and how it's going. This is sorta taking it into the meta-game, but it's the stats page! It's already there.

Was this already suggested? It seems too obvious not to have been. Looking through the list, though, it seems like I'm the first. Well then. You kids have fun.

Votes

  1. Keep - Just setting the mood. --Ron Burgundy 21:33, 4 May 2006 (BST)
  2. Keep - Sure. There's a lot of blank space on the stats page, might as well. --John Ember 21:39, 4 May 2006 (BST)
  3. Keep - I think thats a fine idea.--Mookiemookie 21:44, 4 May 2006 (BST)
  4. Kill - I doubt the nessecety (however you spell it) and don't want to clutter up the stats page to much. Group strenght is more of a fluid thing were averages over a long time are more important then how many are laying outside on the curb right now.--Vista W! 21:49, 4 May 2006 (BST)
  5. Keep - I think. I can't see a reason why not. And we can laugh about how many living members TSO has. --Timid Dan 21:55, 4 May 2006 (BST)
  6. Keep - It would be nice to know how the group as a whole is doing. --Teksura 22:05, 4 May 2006 (BST)
  7. Kill - too much cluter, and it wouldnt really say anything about the how the fight is going, all it would show is which groups are human and which are zombie, which you can work out from the name, the number of active living/dead/undead players is already know, this suggestion is completely pointless and clutters up a clutter free page--xbehave 22:08, 4 May 2006 (BST)
  8. Keep - Sounds like a plan, Ron. Did Odin whisper this into your ear? Lead us into Glorious Battle! -Wyn (talk!) 22:47, 4 May 2006 (BST)
    • Re - Odin doesn't whisper! :D --Ron Burgundy 23:04, 4 May 2006 (BST)
  9. Keep - I like this --CPQD 22:49, 4 May 2006 (BST)
  10. Keep To battle! --Cerebrus13 23:12, 4 May 2006 (BST)
  11. Keep It's the most beautiful rainbow ever! --Jon Pyre 00:11, 5 May 2006 (BST)
  12. Keep Perhaps these stats would be clickable? Each group name could be turned into a link, which leads to furthur stats to the group. --Rozozag 00:18, 5 May 2006 (BST)
  13. Keep - I'd hit it like a 30 caliber hits a Chihuahua: hard, fast, and only once. MaulMachine 01:00, 5 May 2006 (BST)
    • Re - I'd hit it like I hit children. --Ron Burgundy 01:06, 5 May 2006 (BST)
  14. Kill Possibility of clutter.
    • Suggest: I think it should be a hide-able button; aka click and it appears, with the stats being Human, Zombie, Dead, Reviving.
  15. Keep - Ba--! Baxter!!!--Wifey 02:55, 5 May 2006 (BST)
  16. keep Agree with suggest, but this is still brilliant!! Mattiator 02:57, 5 May 2006 (BST)
  17. Keep If it gets cluttered, it can just be broken into sections and accessed seperately. Though I'd actually see a suggestion that improved the in-game experience, this ain't half-bad.--Xavier06 13:32, 5 May 2006 (BST)
  18. Keep - Well, more stats cant hurt. especially when it is a bit interesting.Nazreg 15:41, 5 May 2006 (BST)
  19. Keep - Ron Burgundy may not be insane after all. I thought this suggestion would contain lyrics from ZZ Topp or other 70's jibber jabber. --Spraycan Willy MalTel 22:28, 6 May 2006 (BST)
  20. Keep - More stats, more stats! -- Mettaur 17:55, 7 May 2006 (BST)
  21. Keep - I'm curious now. DARN YOU! -- Mia Kristos 02:18, 15 May 2006 (BST)
  22. Keep - Good point... I meen, the entire MPD could die overnight and we wouldn't know.
  23. Keep - Good stuff. --Swmono talk - W! - SGP 01:29, 17 May 2006 (BST)