Suggestions/6th-Jun-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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Scent Death

Timestamp: 05:44, 6 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: Now that zombies have Ransack knowing whether or not a building is already occupied by zombies is an important tactical consideration for undead players. It can be difficult to check though since even in buildings known to be uninhabited it's quite likely someone will have set barricades up. Scent Death would be a subskill of Scent Blood that would allow zombies to smell the scent of fellow zombies that are inside buildings. When standing outside a structure the building's description would have this additional line if there are zombies inside:

"You smell the scent of rotting flesh from within."

This skill would assist zombies in their attempts to ransack and hold territory by letting them know which buildings need a zombie presence. It does not allow them to detect the living (non-rotting flesh is less pungent). It's a small but useful skill and should be incredibly simple to implement. It'd also be useful for zombies in sieges since it'd let them know if the building was breached and then rebarricaded while they were gone.

Votes

  1. Keep - Sounds like a useful boost. –Bob Hammero TW!P! 05:50, 6 June 2006 (BST)
  2. Keep Author vote. I'm generally in favor of skills that improve a zombie's ability to gain information through enhanced senses, and skills that improve a survivor's ability to gain info through communication. This is by no means crucial but it's something that's simple to add, quite useful and would doubtlessly be appreciated by zombie players. Well worth 100xp for a high level zombie that aims to hold a territory. --Jon Pyre 05:54, 6 June 2006 (BST)
  3. Keep - Just because zombies need to have a better idea of what the hell's going on. I'm a little concerned, though, that this doesn't distinguish between a building that still contains harmanz and one that's just been barricaded up around the zombies holding it. Since X-Ray skills are verboten, I'd like to note that this should only be implemented if the game's already been changed to make it so survivors can't barricade a building while there are zombies inside. Also, Pyre - maybe let the zombies know how many other zombies are inside, roughly? Big difference between a building with 50 zombies and a building with one zombie, and it seems like that should be reflected in this skill. --Jimbo Bob ASSU! 06:06, 6 June 2006 (BST)
    • Re I thought of something like that, just adding a descriptive "light smell" "strong smell", etc. to the line but I decided to go for simplicity. But that could work nicely. --Jon Pyre 07:53, 6 June 2006 (BST)
  4. Kill I just don't like x-ray vision as a mechanic, however gimped. Anyhow feeding groan already does this to some degree. --Zaruthustra-Mod 06:26, 6 June 2006 (BST)
    • Re Feeding Groan's main purpose is to attract zombies while barricades are down. While that can let you know where zombies have struck it doesn't let you know if the building is currently occupied. --Jon Pyre 07:53, 6 June 2006 (BST)
  5. Keep - Wouldn't be the first good "X-ray" idea. --Teksura 07:37, 6 June 2006 (BST) - Jon Pyre is Kevan! You're scareing me now Jon, Are you Kevan? Hey... umm, No hard feeling about that PK-Day attack in Ackland right? Heh, Just becasue Teia targeted you first... It wasn't anything personal... Please forgive me Kevan Pyre! :) --Teksura 07:56, 7 June 2006 (BST)
  6. Kill - Many times my zombie was breaking in baricaded buildings and was like "Wtf? Thee are only zombies here!". With this skill, I will always know that I won't to break in such biuldings with only zombies inside. Kill. --EnForcer32 08:42, 6 June 2006 (BST)
  7. Kill - Hay guyz! Muy Zmobiy juszt gott som kewl x-rai glaszez! --A Bothan Spy Mod WTF U! 08:56, 6 June 2006 (BST)
  8. Kill - Ma Zambah had his pair stolen. Glasses that is, his "pair" rotted off long before that. –Xoid 08:59, 6 June 2006 (BST)
  9. Kill - That feature has been added. Yesterday. --The Fifth Horseman 11:40, 6 June 2006 (BST)
  10. Keep - Yes Yes, very good. sure its an xray skill. kinda, only its done in a plausable way. Nazreg 12:12, 6 June 2006 (BST)
  11. Keep - Actually I think it was added TODAY. And to be exact, about 4 hours after this suggestion. As this wiki works by BST. Dumbass... (Also I think the skill rocks! Maybe I'll get to test it some day. -Niilomaan 12:54, 6 June 2006 (BST)
  12. Keep - Even though Kevan has implemented this already, I want to vote yes. I think that this is a well thought out idea and will give the Zombies a small tactical tool to aid them in their attempt to bring all into the zombie family.. As a side note, does anyone think Kevan finished his finals? --Steel Hammer 13:28, 6 June 2006 (BST)
  13. Kill - Even though Kevan has implemented this already, I want to vote no. This is completely useless and only serves to fill the void that was filled by Feeding Groan. If you hear groan from the building you're attacking from 25 minutes ago, you know there are probably still zombies in there. Useless skill that I'm regretfull I've wasted 100 EXP and 1 AP on. -- BeefSteak 16:16, 6 June 2006 (BST)
    • Re - Did you try hitting the Scent Death button? I didn't even realize it was there until someone else pointed it out. It's kind of like an "action radar" for zombies, pointing you to the nearest siege situation whether or not the zombies have yet broken in. Think "Feeding Groan Lite," which is an idea we've been tossing around in this page for a while. --Ember MBR 20:47, 6 June 2006 (BST)
      • Re - Yes, I did use it... All it did was tell me that we were laying seige to Ackland. I don't see any use in it because, as you said, it's 'Feeding Groan Lite'. We already have feeding groan, so what's the point? -- BeefSteak 20:56, 6 June 2006 (BST)
        • Re - Ferals who need to know where to direct their de-cading efforts, basically. That's why Kevan made it a foundational skill rather than put it deeper in the tree. Also note that Feeding Groan takes 200xp while Scent Death takes 100. --Ember MBR 21:15, 6 June 2006 (BST)
  14. Hmmmm..... - This is the second skill that Jon Pyre has suggested that has been implemented on the same day....IT'S KEVAN IN DISGUISE!!!!! -- Krazy Monkey W! 19:29, 6 June 2006 (BST)

Smaller radios

Timestamp: 07:42, 6 June 2006 (BST)
Type: Item
Scope: Radios
Description: I think handheld radio receivers should be smaller. I don't see why they should take up 5 inventory spaces. This is unprecidented (no other item takes up so much space), and doesn't really make much sense in terms of realism or balancing.

It just doesn't seem to make sense for a radio receiver to be twice the size of a portable generator or a double-barrel shotgun. I don't know much about ham radios or military radios, but I know my AM/FM receiver can fit in the palm of my hand.

Also, in terms of game balance, radio receivers don't seem overpowered to justify having them be so bulky. They don't let you send messages, messages you receive are limited to one frequency at a time, and quite frankly a lot of what's out there is just idle chatter at best, or STREETS IS WATCHING at worst. I don't see how having them take up fewer inventory spaces would grief zombie players. Revive syringes, ammo, or guns seem much worse in that regard.

I understand how Kev might want to keep err on the side of caution in terms of balancing, since radios are new, don't benefit zombies yet, and haven't been implemented alongside a corrisponding zombie benefit like the Ransack skill. Still, I think 5 inventory slots is a bit excessive.

Votes

  1. Keep - Author's vote. -- SmartyMart 07:42, 6 June 2006 (BST)
  2. Kill - Think about this: no matter how they're actually being used, radios provide the capability for survivors to communicate very effectively. In a prolonged siege, the radios could easily be the deciding factor between whether or not the zombies succeed. It doesn't matter how they're being used, it just matters how they could be used. With that kind of power, radios deserve to take up so much space. –Bob Hammero TW!P! 07:52, 6 June 2006 (BST)
  3. Keep Wow, 5 slots? I thought the weird things that have been going on with my inventory were bugs! --Jon Pyre 08:00, 6 June 2006 (BST)
  4. Keep - What Jon Pyre said. –Xoid 08:52, 6 June 2006 (BST)
  5. Keep - Yep. --A Bothan Spy Mod WTF U! 08:55, 6 June 2006 (BST)
  6. Kill - This was a coding issue rather than a realism or balancing one; radios take up more space in the inventory system because they need their frequency stored (the same way that firearms take up a bit more space for tracking ammo). I'll probably overhaul the inventory system at some point, certainly making radios a sensible size, but this isn't a single quick-fix oversight. --Kevan 11:00, 6 June 2006 (BST)
    • Re: So is that actually a "Keep, but this is bigger than it looks and I'm busy at the moment." sort of thing? –Xoid 11:05, 6 June 2006 (BST) Non-author Re. --A Bothan Spy Mod WTF U! 11:06, 6 June 2006 (BST)
  7. Spam - I already knew that from some earlier comment from... here. --Niilomaan 11:07, 6 June 2006 (BST)
  8. Kill - I agree with Bob Hammero. The usefulness of radios means that they need a balancing cost to survivors. A radio to 4 or 5 FAK's seems fair --Boxy 13:49, 6 June 2006 (BST)
  9. Kill - Wow, Kevan posted.. -- ZedKilla 14:43, 6 June 2006 (BST)
  10. Keep - Coding issues are not a sufficient kill reason. ;) --Ember MBR 15:12, 6 June 2006 (BST)
  11. Kill - As per Kevan. Amusing he posted, but it's not surprising he reads this, the new zombie scent was implemented after two days in the queue. --Burgan 15:13, 6 June 2006 (BST)
  12. Kill - I wish radios took up 30 spaces, that way the spam would disappear.--WibbleBRAINS 16:59, 6 June 2006 (BST)
  13. Kill - If these get put down to 1 space, then Syringes should be 5 spaces. -- Tirion529 17:19, 6 June 2006 (BST)
  14. Keep - Not even the game creator is above the rules. Coding is not a reason to kill. --ramby T--W! - SGP 17:59, 6 June 2006 (BST)
    Re - I think the point was Kevan doesn't need the suggestion since he's aware of the problem, which is due to other factors. --Burgan 19:30, 6 June 2006 (BST) -- Non-author Re. We'll have none of your reasonableness here, Mr. Burgan! --Ember MBR 19:42, 6 June 2006 (BST)
  15. Ummm... - The point of the suggestions page is so that Kevan might see what your ideas are. If Kevan has already seen your idea, and already given you a response, without even getting to peer reviewed, there's really no point in continuing to vote. Nothing more can be done at this point. --Rozozag 19:43, 6 June 2006 (BST)
  16. keep amazing how many kill votes after kevan voted kill, if he could just get the kinks sorted out it would be a good idea, and i had to write this 2 times grrRobbie the king 19:45, 6 June 2006 (BST)
  17. Discard or keep What Rozozag said. There is no other vote that expresses my opinion other than discard, but the keep is there just because some jerk will apply the rules by the letter... so I still want a vote that counts :P --McArrowni 22:59, 6 June 2006 (BST)
  18. Kelp - Let me hit that... --Raystanwick 04:32, 7 June 2006 (BST)
  19. Kill - Kevan is voteing now? Well, far be it from me to disagree with Kevan. I had a feeling that Radios stressed the server a bit. This could explain how Jon Pyre had 2 ideas added within hours. I still stick with my Kevan Pyre theory tho. :) --Teksura 07:49, 7 June 2006 (BST)

View Radio Operator

Timestamp: 13:14, 6 June 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Other people in the same building with a radio transmitter can tell who sends a message from their location, and what the message was.

My reasoning is that this would be more realistic. It makes sense that people close to the radio would know who is saying what, when it's in use, and it would encourage people to use the radio transmitters more responsibly because others will (usually) hear what you're saying.

The way I see it working is that if you are in the same building as someone using the radio (and one of the closest 50), instead of an anonymous transmission, you would see their name, the frequency and their message in the same way you see what others in the room speak. For example, if Knuckles is using the tranmitter in your building, talking to a Mall...

26.55 MHz: "I've got a big'un!" (9 minutes ago)
Knuckles transmits "[31, 69] to Ackland Mall, copy?" on 26.55MHz (5 minute ago)
26.55 MHz: "Ackland Mall here, what's your situation?" (1 minutes ago)
Knuckles transmits "[31, 69], 5Z inside the hospital to our NW" on 26.55MHz (10 seconds ago)

Votes

  1. Keep - Author's vote. --Boxy 13:14, 6 June 2006 (BST)
  2. Keep - Agreed. This will go nicely with my future suggestion... --Niilomaan 13:25, 6 June 2006 (BST)
  3. Kill - While this would be good, the current format would double the amount of lines (read: spam) displayed by radio broadcasts. --A Bothan Spy Mod WTF U! 13:26, 6 June 2006 (BST) Keep - Whoops. Misread the transmissions. Good idea! --A Bothan Spy Mod WTF U! 13:35, 6 June 2006 (BST)
    Re: Do you mean the extra couple of words (Knuckles transmits in my example) increases the amount of space taken by transmissions? I still think it will cut down on spam more than it may increase the space taken --Boxy 13:36, 6 June 2006 (BST)
    Re - I misread it. Vote already changed. --A Bothan Spy Mod WTF U! 13:38, 6 June 2006 (BST)
    Re Cheers --Boxy 13:41, 6 June 2006 (BST)
  4. Keep - This might in fact help with the spam. --Steel Hammer 13:33, 6 June 2006 (BST) Edited Comment down a bit.--Steel Hammer 13:35, 6 June 2006 (BST)
  5. Keep - I sketched this idea this morning and it's now live. Is someone reading my notes? --Kevan 13:54, 6 June 2006 (BST)
    Re - 40 minutes from suggestion to implimentation... that's gotta be a record! Excellent stuff Kevan --Boxy 14:10, 6 June 2006 (BST)
  6. Keep - Spammers had better start finding their own safehouses... --Burgan 15:16, 6 June 2006 (BST)
  7. Keep - I was surprised it didn't work this way. --Ember MBR 15:40, 6 June 2006 (BST)
  8. Keep - Very good idea. If you cna hear when other players speak to eahc other, then why not when they speak to the microphone? --Otware 16:06, 6 June 2006 (BST)
  9. Keep Yay already implemented idea. --Jon Pyre 16:50, 6 June 2006 (BST)
  10. keep dont live in a mall sp wasnt aware this didnt already happen--xbehave 17:10, 6 June 2006 (BST)
  11. Comment - Already implemented. Tokakeke 17:53, 6 June 2006 (BST)
  12. Keep - I'm tempted to make up something to suggest just to try and get in on all the implementationary action that seems to be going down. --Jimbo Bob ASSU! 06:20, 7 June 2006 (BST)
  13. Keep Adds a touch of realism and might also help bump off those ******* who transmit heaps of garbage by radio. --Ashnazg 0647, 17 June 2006 (GMT)

Radio Message Experience

Spaminated with 8 spam votes and no non-author keep votes. Getting XP for just talking into a radio is a bad idea as it would unbalance the game. - Jedaz 16:19, 6 June 2006 (BST)

That assumes the game is balanced, which it is not. --Grim s-Mod 16:23, 6 June 2006 (BST)
Yes, true, but it would unbalance the game under almost any circumstances. If you wish to discuss it further please do so on my talk page. - Jedaz 16:28, 6 June 2006 (BST)
Quick question: don't you have to list the total number of votes, regardless of whether or not it includes an author keep vote? –Bob Hammero ModB'cratTA 17:25, 6 June 2006 (BST)
Fairly sure there were no non-spam votes, last I checked. --Burgan 19:48, 6 June 2006 (BST)
I belive I did list them, I'll bold them for you. There we go, thats the list of the votes. - Jedaz 04:27, 7 June 2006 (BST)

Death Grasp

Timestamp: 15:50, 6 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: My idea is a Skill following Tangling Grasp on the skill tree. This skill would mean that when a Zombie "grabs hold" of a Survivor and the Survivor logs back on before the Zombie "looses his grip" the Survivor would have to spend 2AP to Break Free of the Zombie's grip.

I think that this would be a good way to simulate a Zombie horde attacking a Survivor.

Votes

  1. Kill I don't quite understand what your getting at. So we have to buy an extra skill, to make survivors be able to break our grasp? Or are you suggesting a mod to tangling grasp that would make it breakable, and then a skill that would stop them from doing this? Please clarify. HamsterNinja 16:12, 6 June 2006 (BST)
  2. Kill - Hes saying to make a skill for Zombies so survivors have to break tangling grasp, resubmit it tomorrow and make it a change to tangling grasp and you have your keep. - Jedaz 16:15, 6 June 2006 (BST)
  3. Kill - The name is stupid. --Niilomaan 16:28, 6 June 2006 (BST)
  4. Kill - Needs more clarification. Is the survivor prevented from doing anything else until he Breaks Free? Is Break Free a 100% success function? How is the survivor informed that he's in a Death Grasp? I like the idea, but I just need to know what I'm voting on. --Ember MBR 16:45, 6 June 2006 (BST)
  5. Kill I understand it. I just don't like it. Here's his idea: zombie buys skill. When zombie grabs human human must spend 2AP to break grasp. Don't mess with movement. Tangling Grasp increases attack accuracy, it isn't a ball and chain.--Jon Pyre 16:49, 6 June 2006 (BST)
  6. Kill - Needs more information on what it does to the survivor. Pyre, it may not be a ball-and-chain, but there should be a way to make it one, or have a skill like this one. Otherwise, zombies almost never get a live action kill, since survivors just end up running away. This game is supposed to be a zombie apocalypse! Things should be balanced a little towards the zombies. --Pinpoint 21:33, 6 June 2006 (BST)
  7. Spam - Suggestions that are unclear for lack of details should not occupy this page more than 3 minutes. --McArrowni 23:03, 6 June 2006 (BST)
  8. Spam - Sparse on details. Should die. –Xoid 03:19, 7 June 2006 (BST)
  9. Keep - Apparently some people need Eng101; read it again. It costs 2AP for a survivor to move away from a zombie that has succesfully 'grasped' with tangling grasp WHO ALSO posseses the proposed new skill. It's the most conscise suggestion I've read in the two+ months I've been playing...PS, don't criticize my spelling if your comprehension is so bad. It's a tiny "Z headshot" in unlikely circumstances, so the rarity of it may warrant a Kill, but I vote Keep to spite you all, 'cause I'm drunk. Also, whatever dumbnut suggested it forgot to vote for their own suggestion. --Raystanwick 04:50, 7 June 2006 (BST)
  10. Kill - Don't mess with other people's AP. –Bob Hammero TW!P! 05:52, 7 June 2006 (BST)
  11. Spam - Lacking in details. Also, use a damn spellcheck, will you? --Jimbo Bob ASSU! 06:26, 7 June 2006 (BST)
  12. kill - As the drunk says a few votes previous this does seem pretty clear in its intent... but it does need a little more fleshing out! For instance i think it should cost 2AP to break free enough to do anything other than attack rather than (as it seems to say) to do anything. This would put a survivor in a live combat at a tactical disadvantage making it difficult to just run away as the server hit might (MIGHT) just let you get free only to be entangled again before you can move. Can any survivor who has been in a live combat honestly say that would ruin the game rather than make it a damn sight more scary? Alternatively it might be easier server-wise just to make movement while tangled cost 2AP, in which case i could only vote keep if it made free running unusable. I mean; jumping across fire escapes or crawling through airvents with a zed biting your ankle I don't think so!!!--Honestmistake 11:24, 7 June 2006 (BST)
  13. Kill -- FINISH HIM! STREETS IS CHOKIN'! Want more or should I just come out and say no already? -- Novermber7 07:35, 8 June 2006 (BST)
  14. Kill - As above. David Malfisto 13:03, 8 June 2006 (BST)

Searchable profiles

Removed by author, replaced with improved version below. -CWD 19:50, 6 June 2006 (BST)


Non-duplicatable items

Timestamp: 18:50, 6 June 2006 (BST)
Type: Game convenience enhancement
Scope: Players
Description: Short and to the point: I suggest that when searching, if you find an item which you already have one of (of a type which confers no benefits when having more than one), that it be automatically dropped, to the tune of something along the lines of "You found a GPS unit; however, you already have one." Obviously finding another Pistol Clip or FAK would not be affected. The list of items which I suggest be non-duplicatable in a player's inventory follows:

1. GPS unit 2. Mobile phone 3. Fire axe 4. Wirecutters 5. Crowbar 6. Baseball bat 7. Length of pipe 8. DNA extractor 9. Knife

Votes

  1. Dupe - I can't be bothered to look it up, though I'm sure someone will, but this is a dupe.--'STER-Talk-ModP! 19:55, 6 June 2006 (BST)
  2. Dupe I suggested something like this a long while ago. I believe the title was "Auto-discard duplicate items". --Jon Pyre 19:58, 6 June 2006 (BST)
  3. Keep - it probably is a dupe, but it's a nice idea. Might aswell try to bring it back to public attention. --Otware 20:10, 6 June 2006 (BST)
  4. Dupe - Autochuck --Ember MBR 20:36, 6 June 2006 (BST)
  5. Dupe - Dupe! --Burgan 21:32, 6 June 2006 (BST)
  6. Dupe - Dupe! --Pinpoint 21:35, 6 June 2006 (BST)
  7. Dupe HamsterNinja 02:40, 7 June 2006 (BST)
  8. Dupe - See above --Teksura 22:19, 6 June 2006 (BST)
  9. DupeKeep - OMFG, The "ONE-TIME-FINDS". This is a great ideadupe. I've been all through the peer-reviewed, and have NOT seen this. All DUPE votes invalid till I see a link or sober up, whichever is LATER. OK. Damn.(God help me...)(ED:...still.) Thank you Xoid for finding it. --Raystanwick 04:57, 7 June 2006 (BST)
  10. Dupe - Autochuck. (Deja Vu — I could've sworn I already voted on this…) –Xoid05:02, 7 June 2006 (BST)
  11. Dupe - See Autochuck. –Bob Hammero TW!P! 05:55, 7 June 2006 (BST)
  12. Dupe - Good idea, just been done before. --Jimbo Bob ASSU! 06:28, 7 June 2006 (BST)
  13. dupe - many times over i am afraid, i have seen at least 3 similar. thats not to say its not a good idea though!--Honestmistake 11:28, 7 June 2006 (BST)

Searchable profiles (improved)

Timestamp: 20:08, 6 June 2006 (BST)
Type: Game convenience enhancement
Scope: Player profles
Description: Ever get PKed and stand up only to realize you forgot to add the bastard who killed you to your contacts to better pursue your revenge? Ever get revived by a kindly passerby and absentmindedly click away before you can take down their profile so you can recognize them and help them out in return if you ever have the chance? I know I have. Sure, if you think of it right away, you can use your browser's back button, but that doesn't help when you're checking on your characters first thing in the morning and only think of it after your coffee an hour later when it's too late. UDTool partially solves this problem by allowing you to tag players names with color regardless of whether they're in your contacts, but that's no help to non-Firefox users.

What I propose is to make the player profiles searchable by player name and group affiliation. Type in the name of the person you're looking for as best as you remember it, and the engine brings up a list of all the closest matches. Type in a group name, and the engine lists all players who have that group listed as their affiliation and have not opted to make their names non searchable. Players would have the option of making their name not appear in group searches to discourage griefers from targeting all members of a particular group.


(Improved with group affiliation opt in/out feature to discouage PKing griefers added based on feedback from original.)

Votes

  1. Keep - Author vote. -CWD 20:08, 6 June 2006 (BST)
  2. Keep - Yay improvements. --Otware 20:09, 6 June 2006 (BST)
  3. Kill - Destroys anonymity, although several metagaming resources provide this same function there are at least some vague RP explanations (the DHPD’s database available theoretically in one of our powered PDs or from the Rabbit Hole ) via Radio DHPD). all in all, no Zombie Char will vote for this... Conndrakamod T W! 20:30, 6 June 2006 (BST)
    • Re: I really don't see how it harms zombie anonymity. -CWD 21:50, 6 June 2006 (BST)
  4. Keep - I think this looks okay. I'd only suggest that "exclude me from group searches" should be the default option. --Ember MBR 20:38, 6 June 2006 (BST)
  5. keep as aboveRobbie the king 20:40, 6 June 2006 (BST)
  6. Kill - If you viewed it already you can go to your History and find it. Sonny Corleone WTF 20:57, 6 June 2006 (BST)
    • Re: The profile page or the game page where what they did to you was mentioned? The former is possible, I don't think the latter is, and the point of this is for when you didn't remember to click to see the profile originally. -CWD 21:12, 6 June 2006 (BST)
  7. Kill - I don't like it. I think it's because of that "PKing griefers" -thing. --Niilomaan 21:17, 6 June 2006 (BST)
    • Re: So you would have preferred the previous version where people couldn't make themselves exempt from group searches? I added that because people suggested it on the basis griefers could too easily target entire groups otherwise. -CWD 21:53, 6 June 2006 (BST)
  8. Kill - I don't like the server load, though by the rules I know that is not a valid point. What is a valid point, is that it doesn't fit the game as I see it, where it's a devastated city with no clear authority or form of order; I don't think zombie apocalypses come with member directories. Grab the link while you can, or just use the back button (the arrow pointing to the left of your screen). If you don't think it is possible, try it first, then tell us what browser you're using.--Burgan 21:30, 6 June 2006 (BST)
    • Re: - Realism isn't considered a great argument either, as I recall. And you're misunderstanding me. I know that it's possible to hit the back button and click the profile. I'm saying I don't think it's possible to dig the page where whoever did whatever to you out of your history hours later and click on the profile there. The main UD game interface is in my browser history several times, but clicking any of them merely brings up my currently logged in character and his status up to the moment, not a snapshot of what was going on when I logged in six hours ago. If browser history stored one unique page for each time you took an action, you could easily have a couple hundred UD pages in your history for a single day, depending on how many characters youp lay and how many are exempt from the IP limit. -CWD 21:50, 6 June 2006 (BST)
    • Re: Trying my hardest to keep chatter down: Please don't call realism on this, if you want to toss realism entirely, then give me my ti-barreled shotgun and cross-country-killing rail gun, thank you, else-wise, I'll vote based on my preferred reality. I'd rather not have a search in the game, that's just my opinion, it maintains my preferred flavour. If you forget to use your back button, then that's your fault. What happens if you forget to take out the trash or wash your dishes? --Burgan 23:02, 6 June 2006 (BST)
    • (Further discussion moved to Talk page.) -CWD 23:16, 6 June 2006 (BST)
  9. Kill I don't like it. I don't like it one bit. --Teksura 22:20, 6 June 2006 (BST)
  10. Kill I like how you must actually interact with someone to know what they look like. --McArrowni 23:45, 6 June 2006 (BST)
  11. Kill - It is kinda a good idea, but... "...after your coffee an hour later." DUDE... learn how to be a functional addict. I'd rather see a meaningful boost for zeds before a utility change like this. Gameplay > utility, IMH,DO. --Raystanwick 05:15, 7 June 2006 (BST)
  12. Kill - It just doesn't seem right. –Bob Hammero TW!P! 06:01, 7 June 2006 (BST)
  13. Kill - To quote a previous vote: "I don't think zombie apocalypses come with member directories". --Jimbo Bob ASSU! 06:31, 7 June 2006 (BST)
  14. Kill - while its a nice idea it just doesn't work for me for a few reasons: 1) PKers don't say "hello my name is Streets, i will be your murderer for the day *BANG BANG BANG!!!.* I mean some might but that is what the 'speak' button is for! 2) when doctor-revive pays you a visit its unlikely he gives you a calling card! what i am trying to get at is that in many cases you would not actually know who did what to you and the fact that you do is only a necissary conivance to make the game playable. We already get the chance to mark them once and we certainly don't need to waste space giving us the option to 'remember' after the event.--Honestmistake 11:38, 7 June 2006 (BST)
  15. Keep - Wonderful idea! And, to all those who say: zombie apocalypses don't come with member directories I have but one simple question: "how do we know the name of every single survivor? When you arrive in Malton does some dude greet you with: "What is your name?" John the Quicker. "Okay. What is your class?" Scout. "Okay. Here is your flare gun, the Free Running Training Manual and your name tag." Is everybody in Malton wearing a name tag? Is it bi-lingual, written in both English and Death Rattle since Zombies can tell your names too? Think about it. --John the Quicker 16:19, 7 June 2006 (BST)


Disease

Timestamp: 21:31, 6 June 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Given the sheer number of bodies that pile up sometimes, some of which either stay on the ground for days or just don't get up at all, wouldn't it be interesting if they "rotted" to a certain degree and became hazardous to survivors? For instance a person who spends too long in a square with an unmoving corpse would become sick. Almost like being infected from a zombie bite but requiring no action on the part of the dead. It's kind of one sided sure, but as a final kick in the pants towards people who don't want to move out of a sweet location it's a pretty good incentive to hole up elsewhere.

All it'll require to get well is a first aid kit. Here's the thing, I know survivors who don't log in for a while become "hidden" but does that apply to zombies too? Am I asking way too much for the dead to stay put and become "disease ridden"? If you land on a square with an unmoving corpse, the game text would say something like "A host of flies cover the decomposing body." putting some limit on the amount of time you can spend in one place, very zombie friendly.

Votes

  1. Keep - Author vote. -Gosunkugi 21:34, 6 June 2006 (BST)
  2. Kill - I swear this is a dupe of a Mr. Aushvitz suggestion. But since survivors don't usually spend their time outside for very long and usually dump bodies when inside, this is pretty pointless. --Mookiemookie 21:54, 6 June 2006 (BST)
  3. Kill - Bodies get dumped out of populated buildings too quickly for this to have any affect there, and anybody who stands outside for any length of time will get killed in a more direct fashion before any infection from piled corpses could occur. -CWD 21:56, 6 June 2006 (BST)
    Re: - Yeah they get dumped but what if they don't? I know you have the problem of the dead rising already but think of this as an added problem. With a nice limit as to how long a body can stay there before it rots it'd be interesting. Dump or run. -Gosunkugi 22:06, 6 June 2006 (BST)
  4. Kill - Interesting, yes. Will have an impact on gameplay, no. Also, you haven't given us any ideas of how long a corpse needs to sit around before it becomes stinky. I don't like the inherent potential for zerging; if you keep characters in game after three days, besides server load, zombie players could just set up veritable mine fields of dummy zeds. --Burgan 22:16, 6 June 2006 (BST)
  5. Kill encourages zerging, and will cause survivors to be killed not by another player's actions, but by a lack of them. Who will this be fun for? the survivor annoyed at being infected, or the zombie who has no idea he has infected another survivor, and cannot see the results? Ybbor 23:27, 6 June 2006 (BST)
  6. Kill The problem with this is that survivors walking in the streets need to be incouraged, not discouraged. The only people this hurts are newbies without free running. Don't touch my newbies --McArrowni 23:48, 6 June 2006 (BST)
  7. Kill And it was a dupe of a MrAushvitz but I don't have a link. Tokakeke 00:29, 7 June 2006 (BST)
  8. Spam First of all, learn more about the game before suggesting (yes, even zombies are "hidden" after 5 days). It will help. Secondly, as others pointed out, this is too easily abused/zerged. Third, NO stats were actually included. What is the chance of infection? How long is "spends too long" at a location?--Pesatyel 04:19, 7 June 2006 (BST)
  9. Kill The danger of spending a long time in a square with lots of dead bodies is one might stand up and eat you. --Jon Pyre 04:27, 7 June 2006 (BST)
  10. Spam - As Mookie said. PLUS: DO NOT ask questions about mechanics in suggestions; if you are unsure weather "zombies become "hidden" or not" THEN read more and type less. Like genital warts, the 'disease' you propose is simply unacceptable. --Raystanwick 05:27, 7 June 2006 (BST)
  11. Spam - See Raystanwick, Pesatyel, and Mookie's reasoning. –Xoid05:37, 7 June 2006 (BST)
  12. Kill - You haven't said how this would actually work. –Bob Hammero TW!P! 06:06, 7 June 2006 (BST)
  13. Kill - Wildly pointless. --Jimbo Bob ASSU! 06:33, 7 June 2006 (BST)
  14. Spam - And I too think this may be a Mr A dupe. As Xoid. David Malfisto 13:05, 8 June 2006 (BST)
  15. Kill - A conceptually nice idea, but with too much encouragement for zergers. --Ashnazg0653, 17 June 2006 (GMT)

Zombie burning

Spaminated, with 3 Dupes, 1 Kill, 8 Spam, 0 Keep. Technically, this should've been a "Duped", instead of a "Spaminated". –Xoid STFU! 03:22, 7 June 2006 (BST)