Suggestions/6th-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.
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Disabling Blow
Section removed by author; vote tally before removal was 1 keep, 5 kill and 1 spam. -Nucleon 01:05, 6 February 2007 (UTC)
Horde Mentality
Timestamp: | MrAushvitz 04:30, 6 February 2007 (UTC) |
Type: | Memories Of Life Skill |
Scope: | Allows zombies inside to help zombies outside open doors |
Description: | Horde Mentality
Appears on zombie skills tree as a sub-skill of Memories Of Life. Adds no benefits to your human character. If your zombie is indoors at a location, all zombies outside this location may open doors as though they had the skill "Memories Of Life". This only works while your zombie is standing. Simple enough, but so new zombies know they can now open the door... when a zombie with this skill is inside the "Open Door" button will look different for zombies outside who do not have MOL (it will be green and say "Open Door 3 AP") Every time your zombie assists a zombie outside in opening a door, you gain 1 XP! It is assumed your zombie murmors or makes some kind of hand gesture that eventually inspires the less intelligent zombie to remember what a door/doorknob is. This skill has a definate drawback, you're helping lower level zombies gain entry.. but you have to remain standing to do so. (Not such an easy task in a well defended safehouse.) This still means the other zombies have to remove any barricades that have been errected, all other rules apply.. it just temporarily allows them to open doors. |
Keep Votes
- Author Keep I tried this before, but this time it requires an "inside man" to work. So it's definately different enough in it's application. Helps newbies get access to fresh bodies. Better still to buy MOL as a zombie 3 AP to open a door, isn't cheap. MrAushvitz 04:30, 6 February 2007 (UTC)
- Semi-keep I am for and aginst it... for because it helps new zeds and for humans mto have more skills.--Darkmagic 04:37, 6 February 2007 (UTC)
- Semi-Keep - I'm for anything that helps reestablish the game balance. While this kind of eliminates the need for the original MOL, it would definately help out lower-level zombies. Grim44 05:04, 6 February 2007 (UTC)
- Nerfs MOL, but I guess that may be the price. A good comrpomise. HOWEVER, get rid of the XP bonus. Oldbies don't need it...--ShadowScope 05:15, 6 February 2007 (UTC)
- Because the idea of a zombie making the "turn-the-knob" motion is hilarious. -Cutlet 08:21, 6 February 2007 (UTC)
- Keep - But only if the zombie holding the door has to wear a bellboy outfit. Double XP if he carries my luggage for me. (I always knew zombies could be trained!) --Uncle Bill 00:58, 7 February 2007 (UTC)
- Keep - But remove the XP bonus given to the door-holder. Besides that, I like the skill. Low-level Zeds need a bit of a boost. All Shall Bow 19:29, 8 February 2007 (UTC)
Kill Votes
(spits) Draw!
- Wouldn't it be easier for the zombie inside to just...open the door? If that can't be done from inside, then suggest THAT. How are the zombies outside even going to know there is a zombie inside in the first place? Besides, doesn't this nerf MoL?--Pesatyel 08:31, 6 February 2007 (UTC)
- Kill - zombie doormen? Wrong flavour. --Funt Solo 08:45, 6 February 2007 (UTC)
- Kill - The inside zombie helps the newbies get in, for no AP... and gets XP every time it happens? WTF? Having an "open doors" button when inside makes more sense than this -- boxy T L ZS Nuts2U DA 09:00, 6 February 2007 (UTC)
- Kill - No, I don't think there is need nor reason for this skill. --Ducis DuxSlothTalk 09:28, 6 February 2007 (UTC)
- Kill - No real need for this skill. It would unbalance what the doors are supposed to be, which is a last ditch defence to keep low levels out. Zombies never stay at low levels for very long, anyway. CatEar Alucard 10:43, 6 February 2007 (UTC)
- As Funt. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:10, 6 February 2007 (UTC)
- Kill - Gives a free lunch to zergers, since they can have one zombie with this skill, one person closing the door every time it's opened, and a horde of low-level zombies outside. A coordinated horde could do this without zerging, just by having a large enough group of independent characters with the goal of giving a single one (the leader) a lot of XP. --Saluton 15:18, 6 February 2007 (UTC)
- Re Or.. they could all rush in kill the survivors and get more xp from combat. Really. More XP per AP from attacking a survivor in front of you that playing back and forth with a door. MrAushvitz 19:32, 6 February 2007 (UTC)
- Re I was speaking about a large zombie horde in an area with very few, or no, survivors. The problem of Zerging is still major, even if no real zombies would exploit the XP. --Saluton 02:22, 7 February 2007 (UTC)
- Re Or.. they could all rush in kill the survivors and get more xp from combat. Really. More XP per AP from attacking a survivor in front of you that playing back and forth with a door. MrAushvitz 19:32, 6 February 2007 (UTC)
- Kill - The system is too complicated, gives away XP with no reason, and in the few ocassions where a newbie could use this skill most of the time he won't realize that he can do it. --Matthew Fahrenheit YRC☺T☺+1 20:08, 6 February 2007 (UTC)
- Kill Don't give people xp for actions other people perform. I agree, rather than nerfing MoL just let zombies open doors from inside the building. --Jon Pyre 21:52, 6 February 2007 (UTC)
- Dos-and-don'ts violation -don't give people abilities not based on skills or items. --AlexanderRM 4:34 PM, 11 January 2007 (EST)
- Kill - If it helped newer zombies by giving them at least 1XP, I would probably vote to keep. --Deathbladde 00:00, 12 February 2007 (UTC)
- Kill - Zombie Doorman doesn't really work for me... -- TheDavibob LLL 13:58, 17 February 2007 (UTC)
Spam/Dupe Votes
Ohh.. there's always one man that needs a hangin'
FAK Change
Timestamp: | Labine50 MH|ME|'07 04:52, 6 February 2007 (UTC) |
Type: | Balance change |
Scope: | First Aid Kit find rate |
Description: | Ok, the game is broken on quite a few levels, but when you can find medical supplies faster in a mall than in a hospital, you know for sure the game is screwed up. What I'm proposing is simple, change the hospital find rate for FAKs to 20%, and take the mall rate to about 13% without bargain hunting. |
Keep Votes
- Author - There's a really neat game outside of malls, it's full of all sorts of other buildings!--Labine50 MH|ME|'07 04:52, 6 February 2007 (UTC)
- Keep - I agree. Survivors need to realize there's more to the game than mall sieges. And, if I recall right, IRL, drugstores have more drugs than FAKs. It's a hospital you go to get healed at, not a drugstore. Grim44 05:01, 6 February 2007 (UTC)
- Funt, uber-black market places (malls) are not to be relied on when you can just loot the FAKs at its source.--ShadowScope 05:16, 6 February 2007 (UTC)
- Keep - It's only logic. And I'm pretty tired of malls, in a general sense. -Mac Howard 06:03, 6 February 2007 (UTC)
- Keep - Just yes. --Cap'n Silly T/W/P/C 06:04, 6 February 2007 (UTC)
- Keep Yeah, it doesn't make so much sense that the entire mall has more medical supplies than an entire hospital. But those numbers sound about right, a mall has FAK's just not as many. Hospitals are stocked up for a major disaster, malls aren't. MrAushvitz 07:36, 6 February 2007 (UTC)
- Oh my god. I voted keep on a Labine suggestion. I think the same should be done for Police Departments.--Gage 08:22, 6 February 2007 (UTC)
- Agree with Gage about PDs.--Pesatyel 08:27, 6 February 2007 (UTC)
- Keep - After this for a while. --Ducis DuxSlothTalk 09:27, 6 February 2007 (UTC)
- Keep - I have a vague memory of voting keep on this previously, but I'm not quite awake yet... --Karloth Vois RR 12:39, 6 February 2007 (UTC)
- As Gage. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:12, 6 February 2007 (UTC)
- Keep All the hundreds upon hundreds of non-mall squares out to have some sort of use, more than "this square has flak jackets; go here once, this one has needles, this one has gas. Everything else, hang out at the malls."--Bassander 13:22, 6 February 2007 (UTC)
- Keep This would open up the game a lot.--FyunchClick 13:49, 6 February 2007 (UTC)
- Keep - It just plain makes sense. I agree it should be the same for PDs. --Priapus 13:59, 6 February 2007 (UTC)
- Keep - Makes complete sense. -- 15:16, 6 February 2007 (UTC)
- Keep - Allthough the city is named Mal(l)ton for a reason. - BzAli 16:09, 6 February 2007 (UTC)
- Keep - The way it is now just doesn't make sense. I've wondered why it was like this since I first started the game. --Gm0n3y 18:34, 6 February 2007 (UTC)
- Keep - Maybe not the exact numbers proposed, but finding FAKs in Malls should be harder than it is today. --Matthew Fahrenheit YRC☺T☺+1 20:05, 6 February 2007 (UTC)
- Keep - It makes sense.--Blood Panther 20:11, 6 February 2007 (UTC)
- Keep I've seen people use Malls next to hospitals as entry points because they're that unimportant when there's a drugstore at hand. --Jon Pyre 21:54, 6 February 2007 (UTC)
- Keep - As a medic, I don't like the idea of losing potential medkits in a mall, but I should be hanging around a hospital anyway.--Lachryma☭ 00:41, 7 February 2007 (UTC)
- Keep - Jumping on the keep bandwagon. --Uncle Bill 01:02, 7 February 2007 (UTC)
- Keep - I like this suggestion. --Max Grivas JG / M.F.T. 03:07, 7 February 2007 (UTC)
- Keep - Wow, I was just about to suggest the same thing! Malls need to be nerfed a bit, it is insane that you think that there is more iodine, bandages, and other simple medical supplies in a drugstore than in a large hospital, or even a small clinic. I think that malls should be re-looked in general, but this is obvious and has lots of merit. I also agree that guns should be nerfed in malls a bit, switching the rate with PDs, it is amazing that the city malls have full fledged gun shops..! - Nibiletz 03:44, 7 February 2007 (UTC)
- Keep - There would be a lot more FAKs in even a veterinary hospital than in a drugstore. This should help make malls less important and hospitals more important. --Reaper with no name TJ! 21:04, 7 February 2007 (UTC)
- Keep - I want those mother f@$ckin' SURVIVORS outside my mother f#%ckin' malls! Seriously, there are people who have never seen a building that's NOT a mall. I am not even a bit worried about my characters being killed anymore. Since the worst that can happen is be PKed....which rarely happens to me anyway. So yeah, nerf the malls and then we'll talk. --Jenx 23:09, 7 February 2007 (UTC)
- Keep --ExplodingFerret 01:43, 8 February 2007 (UTC)
- Keep - The idea makes sense, and, now that the 1% loss is out in the open, I see no reason to oppose it. --Saluton 02:08, 8 February 2007 (UTC)
- Hell Yes. --Ev933n / Talk PPGC 18:41, 8 February 2007 (UTC)
- Keep - It would make malls less useful, but Zombies need a bit of a boost, anyway. Next on the agenda: Make forts actually worth something. All Shall Bow 19:32, 8 February 2007 (UTC)
- Keep - Makes total sense --Aeneid 00:12, 9 February 2007 (UTC)
- Keep - The amount of sense in this suggestion is overwhelming. -- Nob666 17:14, 9 February 2007 (UTC)
- Keep - I concur -- Murray Jay Suskind 03:30, 11 February 2007 (UTC)
- Keep - anything to get harmanz out of malls. --Ropponmatsu 22:38, 11 February 2007 (UTC)
- Keep - It just makes sense to me. --Vikermac 22:52, 11 February 2007 (UTC)
- Keep - If we had 7 mall tours a year, with more zombies, then this would not be needed. Sadly, we do not, and it is. Or we could make malls Anti-camp and have PKers sit in them and kill anyone that sits for more than 3 days. --Deathbladde 23:51, 11 February 2007 (UTC)
- Keep - Is there a SINGLE zombie film where somebody gets hurt, and loots a drugstore? No, they go to the HOSPITAL. You might also see more groups organizing around hospitals, which would be (IMO) quite fitting to the game setting, more so than groups centered on malls. --S.Wiers X:00 03:09, 14 February 2007 (UTC)
- Keep - the Hospitals need a better rate for FAKs.--Raystanwick 20:35, 14 February 2007 (UTC)
Kill Votes
- Kill - the more people at malls, the safer I am in some other building. Selfish vote. (I'd vote Keep on an increase in search rates in hospitals only - plus, I might have voted Keep on this if you'd included the current search rates, so I could compare.) --Funt Solo 08:44, 6 February 2007 (UTC)
Kill/Not Thought Out - This would nerf mall sieges to a degree, as it would make supplies harder to find in a siege. Also, FAK drop rates: Locations: Mall Drugstores (20%/34%), Hospitals (14%), Churches (5%), Infirmaries (?%) - This suggestion leads to a net loss of 1% (Mall rate becoming 13% base, hospital 20%) for the total percentage chance of finding a FAK in any building. This suggests either not checking the numbers fully, or intentionally attempting to make it slightly less likely to find a FAK in ANY location. Either way, this suggestion needs a bit more thought, and an explanation of why the 1% has vanished in the suggested change. --Saluton 02:20, 7 February 2007 (UTC)Vote changed, as I said I would if the 1% loss is acknowledged. --Saluton 02:08, 8 February 2007 (UTC)- Re - I'm sorry, did I accidentally make the game less easy for survivors?--Labine50 MH|ME|'07 04:04, 7 February 2007 (UTC)
- Re - I'm all for the game being less easy, but I would like a justification for the loss of 1%. Because it makes the game a bit harder, without being noticable? Fine with me, and I'll change my vote. But I don't want the loss of 1% to be hidden in the suggestion, so that people don't notice it, and vote without considering it (although it would probably not have much effect on the votes). --Saluton 00:04, 8 February 2007 (UTC)
- Re - ATTENTION! There will be 1% less chance that you will find a FAK in the game as a whole if this is implimented! How was that?--Labine50 MH|ME|'07 00:45, 8 February 2007 (UTC)
- Re - Okay. I'm changing my vote now, as I said I would (and putting strike-outs around the original vote against, along with something explaining the change). --Saluton 02:08, 8 February 2007 (UTC)
- Re - ATTENTION! There will be 1% less chance that you will find a FAK in the game as a whole if this is implimented! How was that?--Labine50 MH|ME|'07 00:45, 8 February 2007 (UTC)
- Re - I'm all for the game being less easy, but I would like a justification for the loss of 1%. Because it makes the game a bit harder, without being noticable? Fine with me, and I'll change my vote. But I don't want the loss of 1% to be hidden in the suggestion, so that people don't notice it, and vote without considering it (although it would probably not have much effect on the votes). --Saluton 00:04, 8 February 2007 (UTC)
- Kill - I'm saying kill because its the bargain hunting skill that makes FAK's so easy to get in a mall (near 50% powered) plus the lack of newspapers. 7% change of base rate wouldn't make any real difference. ZombieCrack 16:18, 6 February 2007 (UTC)
- Kill - Malls have higher find rates than hospitals for several reasons:
- Malls are harder to defend,
- Malls are rarer,
- Effective mall searching needs 2 skills,
- It allows hospitals to be kept at VS for newbies without hurting the survivor cause,
- One huge horde in a massive mall siege is far more interesting than many small groups fighting relatively unimportant targets. --Toejam 22:59, 12 February 2007 (UTC)
Spam/Dupe Votes
I think somebody needs to leave Caiger for a bit...
- Spam - I think this is one of those semantic arguments, like pistols not being called revolvers and whatnot. This game already violates realism in that I've never encountered a drug store in an enclosed mall before. That, and hospitals would have supplies, as opposed to kits, assuming they wern't totally emptied in the initial outbreak. Personally, I justify it by saying that malls are occupied enough and central that they get regular airdrops from the outside. All in all, I say keep the status quo. CatEar Alucard 10:54, 6 February 2007 (UTC)
- Re - And I justify this suggestion by using the stats page. The careful observer will note that the game is in seriously screwed up. (62% survivors?) Furthermore, if you would rather play a human v. human game rather than human v. zombie, I suggest you buy GTA.--Labine50 MH|ME|'07 22:16, 6 February 2007 (UTC)
- Re - And I say that a zombie is perfectly capable of making lives miserable for multiple people, where as a survivor can maybe take down a zombie, maybe 2 if he really tries, and ankle grab makes that nothing. Besides, the precentage flucuates (right now 57%), as long as it's relatively close to 50%, it's fine. My vote stays. (BTW, I'm not a PKer. Take your baseless accusations somewhere else.)CatEar Alucard 10:23, 9 February 2007 (UTC)
- Re - And I justify this suggestion by using the stats page. The careful observer will note that the game is in seriously screwed up. (62% survivors?) Furthermore, if you would rather play a human v. human game rather than human v. zombie, I suggest you buy GTA.--Labine50 MH|ME|'07 22:16, 6 February 2007 (UTC)
- Spam - Can't hold malls, can't win mall seiges, can't beat zombies, have to spend 50ap to get revived, have to compete with ransack, can't find FAK's to stop myself dying again... good god this games tough enough. I'll vote keep on hospital increase and no mall decrease. --MarieThe Grove on Tour 21:58, 7 February 2007 (UTC)
- Realism -Death to realism! --AlexanderRM 4:41 PM, 11 Febuary 2007 (EST)
Who threw me out?
Timestamp: | TheDavibob LLL 16:49, 6 February 2007 (UTC) |
Type: | Message |
Scope: | Recently killed survivors/zombies. |
Description: | Right. This is a simple suggestion – when dead, since you can still hear/see other things, why not add who chucked you out the window? Just a simple message:
Of course, it would still be in the same dark grey text as other messages when you are dead. This would also apply if you are a reviving body, as well as if you have just been killed, whether as a zombie or a survivor. |
Keep Votes
- Sure. -Mark 17:24, 6 February 2007 (UTC)
- Author. Simple, but helpful. -- TheDavibob LLL 17:46, 6 February 2007 (UTC)
- Keep - Not sure why anybody would care, but it makes sense to add it. --Gm0n3y 18:36, 6 February 2007 (UTC)
- Keep - If anyone cares about their annonimity, just resubmit the suggestion so you don't know who threw you out of the building, but you still get a notification telling you that someone did. Would be useful, IMHO. Godd suggestion as it is anyways. --Matthew Fahrenheit YRC☺T☺+1 20:01, 6 February 2007 (UTC)
- Why the hell not? --Cap'n Silly T/W/P/C 20:15, 6 February 2007 (UTC)
- Keep Nothing crucial but why not? --Jon Pyre 21:55, 6 February 2007 (UTC)
- Keep Might be cool to know who keeps groping your dead body. Or who took your wallet.... MrAushvitz 22:33, 6 February 2007 (UTC)
- Keep flavorful.--Blood Panther 23:18, 6 February 2007 (UTC)
- Axe Hack threw a keep outside this suggestion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:52, 6 February 2007 (UTC)
- Keep - It would be somewhat interesting to see who dumped you out of a building. -- 01:00, 7 February 2007 (UTC)
- Keep - As MrA. I'm still looking for my driver's license that somebody took the first time I died. --Uncle Bill 01:06, 7 February 2007 (UTC)
- I'm not sure how this is pointless spam as Funt says. I can't say it is all that useful, but I don't see how it hurts.--Pesatyel 04:03, 7 February 2007 (UTC)
- Keep Sounds reasonable - BzAli 09:34, 7 February 2007 (UTC)
- Why the Hell not? - I don't see any harm in this, its cute really, the only spam it does is the extra "insert name here" tossed your @$$ out of the mall . --EL Zillcho 14:17, 7 February 2007 (UTC)
- Keep - No reason not to add it, and could be useful for zombies when deciding who to attack. --Saluton 00:06, 8 February 2007 (UTC)
- Keep - I am by no means a newbie, and I still get confused when I log in and am ready to be inside a building... but am not. --Ev933n / Talk PPGC 18:44, 8 February 2007 (UTC)
- Keep - Simple and helpful. All Shall Bow 19:34, 8 February 2007 (UTC)
- Keep -was going to suggest this myself-this happened to me once. --AlexanderRM 4:47 PM, 11 Febuary 2007 (EST)
- Keep - I like revenge, why not? --Deathbladde 23:55, 11 February 2007 (UTC)
Kill Votes
- Change to something usefull I just don't see the point in it, and why would zeds seek out revenge for being dumped from a window, if they die they know they probly will if inside ap opulated building.--Darkmagic 21:11, 6 February 2007 (UTC)
- Pointless spam --Funt Solo 22:28, 6 February 2007 (UTC)
- Kill - Revenge is sweet, but this suggestion is not. --Wikidead 03:56, 7 February 2007 (UTC)
- Kill - I honestly think that there is no need for this really. I mean, what point does this serve? --Ducis DuxSlothTalk 07:18, 7 February 2007 (UTC)
Spam/Dupe Votes
- Spam - Usually the player who dumps you out does not know who you are. Why would you take revenge on an innocent player? --Aeneid 00:17, 9 February 2007 (UTC)
- Re. The main point of the suggestion is not who chucked you out, its that you were chucked out. -- TheDavibob LLL 06:25, 9 February 2007 (UTC)