Suggestions/5th-Feb-2007
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.
Scent Life
Removed by author. See slightly improved suggestion below. Some people had a few suggestions to add.--Gage 01:05, 5 February 2007 (UTC)
Scent Life (again)
Timestamp: | Gage 01:06, 5 February 2007 (UTC) |
Type: | Skill |
Scope: | zombies |
Description: | Child of Scent Fear.
1 AP, able to smell out the largest concentration of harmanz in a 3x3 area. This skill will only detect groups of harmanz larger than 5. |
Keep Votes
- yes--Gage 01:06, 5 February 2007 (UTC)
- Sounds good to me -- BeefSteak WTF 01:08, 5 February 2007 (UTC)
- still yes - --THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS LOE ZHU | Яezzens 01:09, 5 February 2007 (UTC)
- yes. --Amanu Jaku 01:12, 5 February 2007 (UTC)
- Damn Right Good god man i only just suggested that improvement! good work and a fine keep from me!--Honestmistake 01:15, 5 February 2007 (UTC)
- Lovely - Doesn't really help new zombies, but will make the game more interesting. Cool.--Lachryma☭ 01:18, 5 February 2007 (UTC)
- Keep - I'd rather a cut of of 10, but close enough -- boxy T L ZS Nuts2U DA 01:26, 5 February 2007 (UTC)
- Keep - As happy as the first one. --Ducis DuxSlothTalk 01:27, 5 February 2007 (UTC)
- Keep - not a bad idea... -Bullgod 02:39, 5 February 2007 (UTC)
- Zombies need a boost. -Mark 04:20, 5 February 2007 (UTC)
- Keep again - I don't see this as being a big game turner, safe suburbs have humans in almost every building. Very dangerous suburbs have almost all buildings open. Only thing it nerfs is barricade strafing, which to me is up there with combat reviving on the annoying "tactics" list ZombieCrack 05:22, 5 February 2007 (UTC)
- Keep It adds on to the whole scent hunting, works for me. Has to let a zombie know where to start! Not like they have that much AP to waste... MrAushvitz 05:24, 5 February 2007 (UTC)
- Keep Seems, overpowered, but hell humans are oerpowered anyways. FriedFish.ca 05:43, 5 February 2007 (UTC)
- Yes. Must find more brains to eat. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:05, 5 February 2007 (UTC)
- Keep - Simple and effective. Would be very useful for smaller groups of zombies. --c138 RR - PKer 22:48, 5 February 2007 (UTC)
- Keep - Sounds good! Nerfs boring play. --The Supreme Court RR 00:15, 6 February 2007 (UTC)
Kill Votes
- Kill Hello tiny safehouse with five survivors in ridleybank. Please meet my friend, several hundred zombies that can x-ray scan your exact position. As you have it this suggestion actually encourages people to clump up in malls, giving feral zombies and small hordes even less at a chance at reaching them. Zombies are best served when every building in the suburb has 5 survivors hiding out in it, rather than 500 survivors hanging out in the Police Department. If you can't hide why bother avoiding the high profile targets? This is exactly what zombies DONT need when they're outnumbered. Perhaps resubmit it so that it only works in areas where survivors outnumber zombies. --Jon Pyre 01:17, 5 February 2007 (UTC)
- Die! I agree with Jon here. This is essentially an "x-ray vision" skill. MordredMalTel 02:22, 5 February 2007 (UTC)
- Kill - X-Ray ability that would be devastating in small suburb combat. SuperMario24 02:28, 5 February 2007 (UTC)
- Kill - Exactly as above. --Matthew Fahrenheit YRC☺T☺+1 02:48, 5 February 2007 (UTC)
- Kill - Maybe just bump the minimum number up some more. --Wikidead 03:14, 5 February 2007 (UTC)
- Since there is NO rule against X-Ray vision (that I could find), I just think that 5 is too few.--Pesatyel 04:45, 5 February 2007 (UTC)
- Kill - Make the cutoff higher.--J Muller 05:23, 5 February 2007 (UTC)
- Kill - X-ray Vision. In the 'Dead in the Water' section, and that is practically a list of what not to include. And anyway, 1 - it gives feeding grounds for all zombies to go to, it is strong, and 2 - I had a similar suggestion in the Talk page that didn't go down well. Even had the same title. -- TheDavibob LLL 07:01, 5 February 2007 (UTC)
- Kill - As Jon. --Abi79 AB 08:38, 5 February 2007 (UTC)
- X-Ray Vision - there are some finely balanced X-Ray vision zombie skills in Peer Reviewed, that had thought put into them. This is another overpowered idea from the magic elastic zombie factory. --Funt Solo 07:52, 5 February 2007 (UTC) And this time - Alan - whoever you are - don't delete my vote. --Funt Solo 10:30, 5 February 2007 (UTC)
- Kill xray vision = bad --Cman yall 11:37, 5 February 2007 (UTC)
- Throw into the Meat Grinder - The only people I can really see benefiting from this are PKers, considering the arguments that survivors will pile into a few high-profile buildings. It'll work the way Gage wants it to for all of two weeks, and then it's not going to lead you to easy meals anymore. --User:Eatatjoes 14:50, 5 February 2007 (UTC)
- Kill I'm all for death to harmanz, but being one of the handful of survivors in a Z infested suburb is bad enough without this. Although I like how it nerfs barricade strafing. I'll change my vote if its upped to 10 (even 7 or 8) though. BTW, this is not X-Ray Vision any more than scent death is. --Gm0n3y 18:53, 5 February 2007 (UTC)
- Change - Change it so it only works for 50+ survivors. Then it'll discourage survivors from camping together in malls.--Reaper with no name TJ! 20:25, 5 February 2007 (UTC)
- Kill - Overpowered and reeks of X-ray vision. --Uncle Bill 04:09, 6 February 2007 (UTC)
- Weak Kill - Raise the number to 15 or 20, and you might have a keep from me. Otherwise, this makes it too difficult to try and hide out. CatEar Alucard 10:25, 6 February 2007 (UTC)
- Kill till clarification -nobody noticed you didn't mention if this could detect survivors indoors. --AlexanderRM 10:11 PM, 9 Febuary 2007 (EST)
Spam/Dupe Votes
- Spam - X-rays are for the doctor. Not zombies. --Cap'n Silly T/W/P/C 20:20, 5 February 2007 (UTC)
Barricading sends Room Message
I apparently wasn't clear enough in this suggestion, will re-add it with improved clarity later --Fjorn 05:02, 5 February 2007 (UTC)
Beckoning Groan
Timestamp: | Jon Pyre 01:48, 5 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | I think zombies could use better coordination. I suggest adding a Feeding Groan subskill called Beckoning Groan. A beckoning groan is not just a simple reaction to prey like Feeding Groan, but a call made for assistance. This requires a certain amount of intelligence, hence why it should be a third-tier Memories Of Life skill.
A zombie with Beckoning Groan would have a new button on their interface: "Murmur." It would cost 1AP to press. What other zombies would see is: [ A zombie] murmured to its fellow undead. (timestamp) This would also replace the murmurer's button with "Call" for an hour. That zombie would then be able to walk away and press the call button wherever they choose. This would change the message the murmured at zombies would see (if they haven't gotten it yet) to: [ A zombie] murmured to its fellow undead. You later heard it calling from 2w 1s. (timestamp) Once you call out the button would switch back to Murmur. The range would be 6 spaces. Only zombies that were first murmured at and thus find that zombie's voice familiar would hear the call, nobody else would receive a message. It's the same reason why you can hear your name being called in a crowded restaurant but not hear someone else's. This prevents any one zombie from spamming out calls to the entire suburb but allows a zombie to say to its horde "Hey guys come meet me over here". |
Keep Votes
- Keep This skill would vastly aid zombie communication. Teamwork = fun. --Jon Pyre 01:48, 5 February 2007 (UTC)
- Keep - This is a very interesting suggestion. It has the added benefit of needing less metagame for zombie hordes--Fjorn 01:51, 5 February 2007 (UTC)
- Keep - Zombies need useful stuff like this.--Lachryma☭ 02:06, 5 February 2007 (UTC)
- Keep - Works for me. MordredMalTel 02:22, 5 February 2007 (UTC)
- Keep - A bit useless, but why not? --Wikidead 03:19, 5 February 2007 (UTC)
- Keep - Sure. Zombie communication further than 1 space kinda sucks and is inaccurate. Other than meta gaming, of course.--Ducis DuxSlothTalk 03:21, 5 February 2007 (UTC)
- Horde Specific, Sweet! Cool, easier to co-ordinate movement, in-game. And it makes sense, damn zombies mumbling all the time.. probably due to memories of work. MrAushvitz 05:21, 5 February 2007 (UTC)
- Keep - Very nice.--J Muller 05:23, 5 February 2007 (UTC)
- More coordination means better tatics, resulting in more zeds, making the game more dangerous, thus makes the game more fun. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:07, 5 February 2007 (UTC)
- Keep - A very interesting idea. Potentially makes zombie "scouts" quite effective if they can "murmur" at a decent sized group who knows they are scouting. Yay! --Swiers X:00 17:46, 5 February 2007 (UTC)
- Keep - It would be useful for people with enough reputation to be followed, like the leader of a group, but I wonder how much AP will other wanna-be-generals, wanna-be-followed waste before they realize they accomplish nothing. Just like when radios were new, but with zombies! --Matthew Fahrenheit YRC☺T☺+1 19:40, 5 February 2007 (UTC)
- Keep - Interesting idea. And this sounds like something that will actually be useful for zombies. --Reaper with no name TJ! 20:27, 5 February 2007 (UTC)
- Keep - (Uncle Bill gently murmurs in agreement.) --Uncle Bill 04:14, 6 February 2007 (UTC)
Kill Votes
- Kill Zombies don't talk to each other, that's just silly. I know they already do with various skills and such... but I can't be down with that s***, it ain't Barhah! --Cman yall 11:39, 5 February 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
Realistic Injury
Timestamp: | Valore 07:46, 5 February 2007 (UTC) |
Type: | Improvement. |
Scope: | Survivors |
Description: | Here's the situation, I got bitten by a zombie, got infected, and had to scramble around to find a FAK, and when I finally did, I had 7hp remaining. This was about a month ago. I still have 7hps remaining, but I've levelled up 5 or 6 times since then. I find it strange, that 7hp, which would probably equate to me losing unhealthy amounts of blood, trying to hold various vital organs in, or at the very least limping around with a few broken bones, I am able to free run about with impunity, happily axing zombies, and rummaging around for supplies without any care to my current precarious state of being.
My suggestion is therefore that your current HP should affect how well you are able to perform certain actions. Surely someone who has less than 10hp should be a little weaker than someone with full health. As far as I'm concerned, my HP could have been indicated by a 'Dead/Not Dead' tab, for all the difference it makes. These are a few ideas for effects of having low HP. These would only affect survivors, since zombies hardly notice if they're missing a few chunks of flesh. Having less than 25% of your health points decreases the damage you do in melee combat. Your chance to hit decreases, reflecting your weakened state. You consume more AP when moving, because logically a person who's been shot shouldn't really be running as fast as a fully fit one. Searching while severely wounded has a fixed % chance of failing, returning the message 'Your wounds are making you see double. You find nothing.' . I thought I'd mention this because of one particularly ridiculous incident where I was being attacked by a zombie, but survived because he ran out of AP. With about 5hp left, I then proceeded to shotgun/axe him to death. It would make more sense if a Survivor who is on the verge of death flees screaming, rather than proceeds to take his assailant out regardless of injuries, Terminator style. Alternatively, I also thought it might be possible to have these penalties apply to zombies as well, the difference being that zombies were able to buy a skill that allowed them to ignore these penalties. Thanks for reading, I look forward to hearing your suggestions. |
Keep Votes
Keep: It's a logical idea, I think it's worth keeping. User:Alan
- No timestamp. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:09, 5 February 2007 (UTC)
- Keep - Realistic, adds panicky atmosphere, but might be annoying. Anyhow, good enough. --Cap'n Silly T/W/P/C 10:33, 5 February 2007 (UTC)
- Change Keep - I like it, but zombies shouldn't be able to buy their way out of it. After all, a zombie isn't going to attack as well if it had, say, an arm blown off or a kneecap shot out. :P CatEar Alucard 10:30, 6 February 2007 (UTC)
Kill Votes
- Kill logic yes, fun no... --Cman yall 11:40, 5 February 2007 (UTC)
- Creates weak survivors, resulting in survivor desertion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:11, 5 February 2007 (UTC)
- Kill - The core of this argument is "added realism" in a game where zombies are being fought and even brought back to life. Guess what else is realistic? Zombies that stay dead when you headshot them, but that suggestion won't even be killed: It'll be nuked. --User:Eatatjoes 14:41, 5 February 2007 (UTC)
- kill - I'd rather not have this in the game. The Mad Axeman 14:53, 5 February 2007 (UTC)
- Kill - who does this hurt the most? New players. (Just wait till my "really needing a poo" added realism suggestion.) --Funt Solo 15:50, 5 February 2007 (UTC)
- Kill - Realistic and logical, but damages the fun in the game for both zombies and survivors. -- 16:56, 5 February 2007 (UTC)
- Kill - This suggestion has merit, but is too much of a penalty. I think that having just say a -10% to hit with all weapons (minimum of 5%), for any survivor with 10 or less health, would be enough and I might vote keep for that. That would be consistent with your idea that injured survivors should seek medical attention, not stay and fight. Just don't hinder their ability to run away and heal themselves. --Gm0n3y 19:12, 5 February 2007 (UTC)
- Kill - Fun =/= Realism. --Matthew Fahrenheit YRC☺T☺+1 19:43, 5 February 2007 (UTC)
- Incomplete and Kill - You haven't specified the numbers. Also, realism should serve gameplay; not hinder it. And there is a huge difference between realism and believability. Urban Dead is not realistic, nor does it have to be. What it does have to be is believable. And all that requires is that the rules make sense and be consistent. How do we know what injuries the survivors are sustaining? How do we know that they even take injuries in the same way that we do? Everyone in Malton is infected with the zombie virus, it's just a matter of it being dormant until death, which is why death by any means causes zombification. The fact that some zombie skills cross-over proves that the zombie virus is capable of having effects even while dormant. So through this we can explain the seemingly ridiculous ability of survivors to endure pain and injuries with limited effects on their physical capabilities. --Reaper with no name TJ! 20:13, 5 February 2007 (UTC)
- Kill - As Cman yall. --Gateking 20:32, 5 February 2007 (UTC)
- Kill - Why exactly did you decide not to apply the same penalties to zombies? --Wikidead 00:01, 6 February 2007 (UTC)
- Kill - Far too large a penalty - sacrifices fun for realism - and unfair to survivors. If I have trouble getting away from a zombie when my legs are broken, then a zombie should have trouble getting away from me when it's legs are shot off! Add a survivor skill that allows limited ignoring of it (when HP > 5, for example), and have it effect zombies more, and I might change my vote. However, don't count on it.--Saluton 02:58, 6 February 2007 (UTC)
- Kill - How on Earth did you go a month without healing yourself or being healed? That's got to be the exception rather than the rule. --Uncle Bill 04:21, 6 February 2007 (UTC)
- Kill - No, this would just frustrate newbies and other people. --Ducis DuxSlothTalk 09:32, 6 February 2007 (UTC)
- Kill -It's an already bad situation, and also realism. Also, remember that purchasing bodybuilding while at low health could actually have a bad effect, because you use percentages and purchasing it dosen't raise you rcurrent hp. --AlexanderRM 10:16 PM, 9 Febuary 2007 (EST)
Spam/Dupe Votes
Spam/Dupe Votes here
Power Status and Binoculars
Timestamp: | ρsych°LychεεELT 11:56, 5 February 2007 (UTC) |
Type: | Item (improvement) |
Scope: | Survivors with binoculars |
Description: | I could not find a dupe for this (not in peer rejected also!), although this is hard to believe.
Why can't survivors see the buildings' power statuses when using the binoculars? I know, this might be abused by GKers, but it will also help survivors to provide generators and fuel to the right spots. (And it's also more realistic.) |
Keep Votes
- I see the light! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:11, 5 February 2007 (UTC)
- Keep Another of those blindingly obvious ideas. - BzAli 14:50, 5 February 2007 (UTC)
- keep - Good enough for me. The Mad Axeman 14:51, 5 February 2007 (UTC)
- Ka-ching - sehr gut. --Funt Solo 15:47, 5 February 2007 (UTC)
- Keep - Makes perfect sense. -- 16:57, 5 February 2007 (UTC)
- Never noticed that before. -Mark 17:00, 5 February 2007 (UTC)
- Keep As above. I like these simple ones. -- TheDavibob LLL 17:50, 5 February 2007 (UTC)
- Keep - I've never used binoculars, but sure, why not. --Gm0n3y 19:14, 5 February 2007 (UTC)
- Keep - Probably Kevan forgot about binoculars when he implemented the "can see powered status on surrounding buildings" update. Let's remind him! --Matthew Fahrenheit YRC☺T☺+1 19:46, 5 February 2007 (UTC)
- Keep - Why didn't any of us notice this?! --Reaper with no name TJ! 20:29, 5 February 2007 (UTC)
- Keep - Funt Solo took the words right out of my mouth. --Gateking 20:31, 5 February 2007 (UTC)
- Keep - Here comes the obvious train! --Cap'n Silly T/W/P/C 20:33, 5 February 2007 (UTC)
- Keep - Doesn't really help GKers by much because, without this, GKers could still just move to the adjacent building. --Wikidead 00:12, 6 February 2007 (UTC)
- Keep - Should already be here. SuperMario24 00:25, 6 February 2007 (UTC)
- Keep - This isn't a feature in the game yet? Seems like it should be ... --Saluton 03:00, 6 February 2007 (UTC)
- Keep - Oh, good. I thought it was just me. My eyesight isn't as good as it used to be. --Uncle Bill 04:23, 6 February 2007 (UTC)
- Keep - Yep --Ducis DuxSlothTalk 09:31, 6 February 2007 (UTC)
- Keep Haven't really had a chance to use them yet, so didn't notice this effect. I'd say this would be more of a bug rather than a feature that needs adding, though. That said, keep for me. CatEar Alucard 10:32, 6 February 2007 (UTC)
Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here
Fun With Suicide
Timestamp: | Nibiletz 18:21, 5 February 2007 (UTC) |
Type: | Modification to Function |
Scope: | Everyone |
Description: | Right now Jumping out of a window of a tall building serves a two purposes: For people to be idiots and for Zombies revivified to swiftly return to their undead state. I think that there should be a rather fun and realistic use to suicide: falling on Players below! The one falling from the building would comicly land apon the first player, survivor or zombie, standing outside the building. This would deal 25 damage and be really hilarious. This really wouldn't prove to be a useful tactic during a siege, because it would end up killing you and widen the time for every survivor to get a revive, so there isn't too much room for abuse. And I doubt that pumping out characters to use as ammunition will become an issue either. |
Keep Votes
- Keep - Author's vote. Nibiletz 18:21, 5 February 2007 (UTC)
Kill Votes
- Kill- A notice when someone jumps would suffice.--Grigori 20:01, 5 February 2007 (UTC)
- Are you serious? - VERY out of flavor. Encourages survivors to intentionally become zombies to help out the survivor cause. If anything, this belongs in humorous suggestions. I'd vote funny. --Reaper with no name TJ! 20:32, 5 February 2007 (UTC)
- Kill - I just don't like the flavour, flave. --Funt Solo 23:02, 5 February 2007 (UTC)
- Kill - Reaper with no name sums this up quite well: are you serious? --Wikidead 00:10, 6 February 2007 (UTC)
- Kill - When did we become lemmings? --Uncle Bill 04:26, 6 February 2007 (UTC)
- Isn't putting "humorous" suggestions here considered vandalism? Or do they ACTUALLY have to be funny to qualify?--Pesatyel 05:07, 6 February 2007 (UTC)
- Kill - Zombies trying to get back to the horde jump on their brethren, causing major HP damage... I don't think so -- boxy T L ZS Nuts2U DA 08:50, 6 February 2007 (UTC)
Spam/Dupe Votes
- Spam - The same things that you "doubt" that would constitute a problem are the biggest flaws on this suggestion. And it's extremely uber-overpowered for a survivor gone dead that wants to kill the horde outside, as he can manage to do 25 hp damage every 3 AP as long as the doors are opened. A little cooperation from the survivors inside and 3 guys could headshot around 20 zeds with ease. --Matthew Fahrenheit YRC☺T☺+1 19:50, 5 February 2007 (UTC)
- Spam - Also think about a million scout-zergs jumping on zombies... - TauronTalk GRR! 20:53, 5 February 2007 (UTC)
- SPAM - Without sounding as if RL is getting in the way but a girl at my school really killed herself this weekend- her sisters in my year so I'd say under normal circumstances this would be a humourous suggestion but it just ain't funny today. --MarieThe Grove on Tour 21:17, 5 February 2007 (UTC)
- Spam - And a bad idea as well. - BzAli 21:21, 5 February 2007 (UTC)
- Spam - Just look up and move out of the way. SuperMario24 00:04, 6 February 2007 (UTC)
- Spam - Needs to go into the humorous suggestions section. - 01:19, 6 February 2007 (UTC)
- Spam - Move this the hell away from serious suggestions. -Downinflames 02:27, 6 February 2007 (UTC)
- Spam? - This has me thinking something along the lines of "Is this a joke? It couldn't possibly be serious ... could it?" Regardless, a terrible idea, and one that is clearly not thought out. Apply multiply-by-a-million: zergers wiping out hordes of zombies, ignoring the penalties from the Zerg Flag. Also, gives a literal free lunch to zombies - knock someone down by 25 HP, kill them, get free food! --Saluton 03:03, 6 February 2007 (UTC)
- Man... that's sick. There's something incredibly wrong with the title "Fun with suicide." -Cutlet 08:25, 6 February 2007 (UTC)
- Spam in the first degree - uhh, this is just stupid. Sorry, but it is. --Ducis DuxSlothTalk 09:30, 6 February 2007 (UTC)
- Humorous. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:03, 6 February 2007 (UTC)
- Humorous -ZombieCrack 16:11, 6 February 2007 (UTC)
- Dupe -There was something like this in humorus suggestions. --AlexanderRM 10:20 PM, 9 Febuary 2007 (EST)
Barricading causes Room Message (Revision 1)
Timestamp: | Fjorn 21:19, 5 February 2007 (UTC) |
Type: | Skill Chane |
Scope: | Zombies mostly, but effects all survivors with construction. |
Description: | Zombies inside a building see who the active barricaders are. To clarify: ONLY zombies INSIDE see the barricade message. Due to feedback from last time I suggested this, survivors are left out.
This will help the dying zombie side of the game while impacting survivors a small amount, mostly forcing them to chose between barricading now and possibly becoming zombie food vs barricading letter when zombies are APed out and possibly letting more in. |
Keep Votes
- Keep - Author Vote --Fjorn 21:19, 5 February 2007 (UTC)
- Keep - Because I want to eat the people who are building those cades behind me.--Gage 22:30, 5 February 2007 (UTC)
- Agreed - Moving meat is the best meat for zombies. --Reaper with no name TJ! 22:37, 5 February 2007 (UTC)
- If survivors saw the message it would be useless spam, if zombies get it while active, it gives them a priority target to infect, if it's while they aren't on, well, clicking on "stand up" rids them of the messages as well as the countless other useless messages they receive during sieges and attacks. -Certified=Insane☭ 00:12, 6 February 2007 (UTC)
- Keep - Survivors don't want this ability, it cause enormous amounts of spam. This gives the zombies breaking in the info, without spamming survivor pages -- boxy T L ZS Nuts2U DA 08:56, 6 February 2007 (UTC)
- Keep - This revision is much better! --Ducis DuxSlothTalk 09:29, 6 February 2007 (UTC)
- Keep -YAY, A USE FOR "LIFE CULTISTS"! The only problem is that people won't know you're actually helping survivors and will kill and dump you. ah well. and I know I'd wany this ability, I've spent the last two weeks trying to de-barricades the only PD in the suburb while with this I could just spot the idiot/pker and kill them. --AlexanderRM 10:23 PM, 9 Febuary 2007 (EST)
Kill Votes
- Survivors should be able to see. It's not like a brain-dead zombie will notice cabinet-pushers but the living won't. -Mark 22:04, 5 February 2007 (UTC)
- Re - It was like that the first time, and everyone votes 'Kill - we survivors don't want the spam' --Fjorn 22:27, 5 February 2007 (UTC)
- Kill - I'll never understand this desire to see which poor schlub was last to move a coffee table. Even if you could find him, someone else will pick up the slack. Besides, after ripping through a barricade, any meat is good meat. --User:Eatatjoes 22:24, 5 February 2007 (UTC)
- Kill - this deserves a new section in "dead in the water" - you can tell who the most active survivor is by the order of the names in the building. That's enough info. --Funt Solo 23:01, 5 February 2007 (UTC)
- Kill - Two things. First, as a zombie, when I break into a safehouse with lots of yummy harmanz, I generally groan, then start biting survivors starting with the most recently active, so this isn't that useful. Secondly, if this were implemented, I would like to see the cade messages as a survivor so that when I want to PK, I could target the barricaders. --Gm0n3y 23:22, 5 February 2007 (UTC)
- Kill - As Mark. --Wikidead 00:09, 6 February 2007 (UTC)
- Kill - Seems like all it benefits is zombies. Besides, just target the most active. SuperMario24 00:31, 6 February 2007 (UTC)
- Kill - it seems like the perfect way to give zeds more ways to beat us, hell, survivors rarely when major seiges anymore this would almost make living a hard idea.--Darkmagic 01:30, 6 February 2007 (UTC)
- Kill - Would you believe "nerfs survivor anonymity?" --Uncle Bill 04:30, 6 February 2007 (UTC)
- Kill - Correct me if I'm wrong, but the survivor at the bottom of the list is the most recently active, meaning he's probably the one 'cading. This would simply add more spam. Grim44 05:06, 6 February 2007 (UTC)
- I think the others summed it up. In addition, there is already this in Peer Review.--Pesatyel 08:36, 6 February 2007 (UTC)
- Kill - Zombies already seem to be able to tell that I'm shutting doors behind them. Not going to make it any easier on them. CatEar Alucard 10:38, 6 February 2007 (UTC)
- Above and beyond. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:09, 6 February 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here