Suggestions/8th-Apr-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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Death Cultists

Timestamp: 00:32, 8 April 2006 (BST)
Type: Character Class
Scope: Humans
Description: "Sinister figures begin to emerge from the shadows of Malton; Flowing black robes trimmmed with blood red, arcane sigils printed down the sleeves and shady hoods obscuring inhuman scowls. The reek of death heralds their coming, and blood ordains each footprint. Turned to diefying the zombie plague in light of the apocalypse, they seek nothing less than absolute destruction and purification at the hand of the zombie virus."

Death Cultists, Zombie Spies, whatever - they're already in the game in a very fundamental way; Hell, a lot of suggestions get shot down here for that very reason. It's time to make it official...

"Death Cultist" is an entirely new set of classes with their own skills, like Military or Science. All Death Cultists would pay 75XP for their own skills, 150XP for civillian skills, and 100XP for Science and Millitary. All other classes would pay 150XP for Cultist skills. Skills:

  • Stealth

Move directly from building to building (just like Free Running), but your name doesn't appear on the user list until you perform another action or after 30 minutes.

    • Masquerade

Changes profile to register as a "Civillian" for 10 actions, other than speaking. Still affects users other than actual Cultists who use the skill.

  • Sacrificial Rites

Extra +20% to hit with Kitchen Knife against Survivors (stacks with Knife Combat skill).

    • Blood Rites

Inflict Infection on Survivors with the Kitchen Knife.

    • Rites of Execution

Extra +15% to hit with the Axe against Survivors (stacks with Axe Proficiency).

  • Necromancy

Heal an extra 5HP and XP when using FAKs on Zombies.

  • Dark Piper

Using this skill gives all zombies on the same block a Scent Trail-like effect, eg. "BobJohn beckons the undead to follow, leaving a trail of blood in his path [2,4]".

Classes:

  • Noviate

Starts with Stealth and a Crowbar.

  • Dark Priest

Starts with Dark Piper and a GPS Unit.

  • Necromancer

Starts with Necromancy and a First Aid kit.

Try not to be too harsh, and I'm open to suggestions.....

Votes

  1. Keep - Author Vote --Bachmaner 00:34, 8 April 2006 (BST)
  2. Kill - Besides PKers, zombie spies and human spies are probably the most detested aspect of the game. Celebrating it == instant kill from me. BuncyTheFrog Talk 00:36, 8 April 2006 (BST) Edit: Perhaps I could expand on this; look in the frequently suggested... suggestions. A lot of your skills fall under the "don't post these suggestions" area. BuncyTheFrog Talk 00:40, 8 April 2006 (BST)
    • Some of the skills, while they may appear similar at first, are clearly different from the Frequently Suggested Suggestions I assume you're reffering to, if you actually read and compare them first. --Bachmaner 00:49, 8 April 2006 (BST)
    • The first Re fest has been moved to discussion. Velkrin 03:05, 8 April 2006 (BST)
  3. Kill Death Cultists, while amusing, do not need to be supported by game mechanics. -Nubis 00:41, 8 April 2006 (BST)
    • Also, you need to put a # in front of the asterisks with a reply, as not to break the number chain. -Nubis 00:56, 8 April 2006 (BST)
  4. Kill - Gr8 official PKers. Starts with Stealth and a Crowbar - will be exploited to break barricades. Extra +15% to hit with the Axe against Survivors (stacks with Axe Proficiency) - So PKers are better than FireFighters? Killer < 00:45, 8 April 2006 (BST)
    • The crowbar-barricades bonus is there on purpose, obviously (it's a character class built around aiding zombies, remember?); the Axe bonus is a third-tier skill and is meant to represent training to kill. This would obviously be of more use in combat than firefighter training. --Bachmaner 00:52, 8 April 2006 (BST)
    • The second Re fest has been moved to discussion. Velkrin 03:05, 8 April 2006 (BST)
  5. Kill - There are many reasons to vote kill for this, at the top of the list: Zombie skills are for zombies only. --CPQD 00:49, 8 April 2006 (BST)
  6. Kill - I thought griefing was supposed to be a bad thing. --Arcibi 00:51, 8 April 2006 (BST)
    • It is. This isn't griefing, and none of the skills can be used to grief, insofar as a Survivor griefs a Zombie during normal gameplay. --Bachmaner 00:55, 8 April 2006 (BST)
      • I consider PKing a form of griefing. I realize that not everybody feels this way. But regardless of your opinion on PKers, I doubt there will ever be anything in-game that encourages it. --Arcibi 04:25, 8 April 2006 (BST)
  7. Spam Overpowering someone is not justified in making his neat new abilities only work when attacking his own side. There is a reason that you get half xp for attacking your own side. This could end up causing zombies to be obsolete, IMO, especially because it emulates so many of their abilities. Finally, I find that I like my votes to actually stay on the page, and not be removed (insert profanities here)--McArrowni 01:36, 8 April 2006 (BST)
    • This only emulates one of their skills (infection). Zombies have quite a few. Not only that, but there are only three directly self-beneficial skills that I have suggested; the rest hinge on healing zombies or leading them to/into safehouses in order to reap XP from stragglers, just like "cultists" do in the game right now. --Bachmaner 02:22, 8 April 2006 (BST)
  8. Kill - While the Cultist character class is a cool idea, some of the skill choices are contrary to the game assumptions. --John Ember 01:49, 8 April 2006 (BST)
  9. Kill -- Hate the zombie spy thingy. Also hate that they get most skills cheeper then everyone eles --Kirk Howell 02:00, 8 April 2006 (BST)
  10. Spam Oh come on man, this breaks about every official and unofficial rule about suggestions we have. Don't reference mysticism, dont crossover existing class skills, don't unbalance axes to guns, dont create hiding skills, don't unbalance humans to zombies, don't encourage PKing, ect.. --Zaruthustra-Mod 02:32, 8 April 2006 (BST)
    • I laugh in the face of you and everything you stand for. \8=========D/ COCKBOAT. Unsigned.--The General 09:35, 8 April 2006 (BST)
  11. Spam - I never liked this game any way. --hagnat talkwcdz 02:40, 8 April 2006 (BST)
  12. Spam - Reasoning has been said. Now I shall try and find the idiot who did the cockboat. Velkrin 03:03, 8 April 2006 (BST) Edit: Found him. Turns out it's the author. I'm going to amend my spam vote reasoning to include that. 03:12, 8 April 2006 (BST)~
  13. Spam - The author is a vandal. Thus I'm not even going to read this--Mpaturet 03:59, 8 April 2006 (BST)
  14. Spam - As others have said, and why should death cultists be able to be more stealty then trained military profesionals? - Jedaz 04:00, 8 April 2006 (BST)
  15. Kill - Though I don't think that they're overpowered at all, it's simply policy--no changes supporting or persecuting PKers. We're a nice bit of flavor for the game, and often appreciated, but we are on our own. EDIT: An idea that might get you more approval? Remove Stealth. It's unnecessary. Replace it with a sort of diagnosis that lets you see the HP of the most wounded zombie in the area (since you can't see individuals). It would be out of the spirit of the game to say that other survivors can't get Cultist skills, so keep the cultist skills at 75 XP, but make all other classes pay 150 xp for them, and make cultists pay 150 xp for all other skills--not just civilian. PKers must always be at a disadvantage; if we give them some stylish abilities, they must come at a big cost. 150 xp for all non-Cultist skills seems about right.--Wifey 04:17, 8 April 2006 (BST)
    • Hm. Actually, I had forgotten about that infection skill. Remove that, too, and I'd give it a keep, despite everything.--Wifey 05:20, 8 April 2006 (BST)
  16. Keep - Some damn good ideas here, I like that cultists use kitchen knife and fire axe for other reasons and use infection with a kitchen knife.. I'd say take a lot of it down some notches though ex. only a true zombie gets auto infection with a bite make the knife 25% chance on a hit (it has decent hit chance when maxed out) --MrAushvitz 22:34, 7 April 2006 (BST)
  17. Spam - WAAAAAAAAY overpowered. PKing may be part of the game, but it doesn't need legitimizing.--Pesatyel 05:41, 8 April 2006 (BST)
  18. Kill - I like the idea of a Death-Cultist, but this suggestion is way overpowered. Dickus Maximus 05:50, 8 April 2006 (BST)
  19. Spam I'll vote spam for any suggestion specifically designed to create PKing. It detracts from the central purpose of the game, zombie vs survivor conflict. Also it's unfair to encourage murder of survivors when they have no defense. If PKing were more common Urban Dead would be ruined because survivors wouldn't be able to counteract it. The only thing that keeps this game running is that most survivors are honorable and play the game the way it should be. --Jon Pyre 06:12, 8 April 2006 (BST)
  20. Kill Seriously out of theme. -Torfin 08:43, 8 April 2006 (BST)
  21. Kill General Idea I like, but as the others have said, it does have its flaws. But I am with Wifey, a few changes and it would be a keep in my book--Private Chineselegolas RAF 09:57, 8 April 2006 (BST)
  22. Keep -- I for one really like it... -- Norminator 2 09:58, 8 April 2006 (BST)
  23. Spam - Oh come on man, this breaks about every official and unofficial rule about suggestions we have. Don't reference mysticism, dont crossover existing class skills, don't unbalance axes to guns, dont create hiding skills, don't unbalance humans to zombies, don't encourage PKing, ect.. and you're an insulting vandal... still you've done one thing, we know now that everybody who voted keep has no idea how a game works. --Vista W! 11:16, 8 April 2006 (BST)
  24. Spam - Vista, we already knew Mr Aushvitz didnt have a clue. --Grim s 11:48, 8 April 2006 (BST)
    • Re - This page is for voting on suggestions; not attacking other people. --Cyberbob240 CDF 11:04, 8 April 2006 (BST)
      • Re - I wasnt attacking. I was pointing out a generally accepted fact. Please check the archives for more detail. Furthermore, only the author is allowed to Re a vote on a suggestion. --Grim s 12:59, 8 April 2006 (BST)
      • Re - Just because many people agree with something like that doesn't change the fact that it's an attack. --Cyberbob240 CDF 13:12, 8 April 2006 (BST)
  25. Kill - PKers are a pet hate of mine. So I physically cannot endorse a legitimisation of anything to do with PKing. --Cyberbob240 CDF 11:06, 8 April 2006 (BST)
  26. Kill I've been wondering when someone would put a Pker suggestion down. Not the worst suggestion ever, but too over powered, and, no offence intended, but how in the hell were you expecting to get any keep votes for something that helps Pker? Remove the strike when you have signed it- Killer Talk - 12:05, 8 April 2006 (BST)
  27. Kill/Drastically Change - Oh, did you ever reap the whirlwind on this one? You had to know thsi would be the response. I'll ignore the vandalism and the replacing of "Re:"s with indents as these are completely unrelated to the awesome brokenness of this suggestion. I may be in the vast minority of people that has no real problem with PKer's and Zombie Spies (my characters may have problems with them, but I make a distinction between my IC and OOC life) since, ya know, many zombie-apocalypse stories (not to mention real-life) include murderers and crazies that would welcome the Zombies right in (under some delusion of immortality). Survivors have to survive, after all, and throwing an unpredictable enemy in to the mix from time to time just emphasize the desperation. But one shouldn't mistake my tolerance with full-on endorsement. You chose Zombie Spy, you live with it. To overcompensate by conferring eerie powers that upset the game balance isn't the solution. This is no better than survivors who want SuperNinja or Gun Fu classes. Pourquoi Stealth, BTW? Aren't Z-Spies already essentially unseen, up until they reveal their true colors to the amassed survivors? A more reasonable solution would be some class that allows a survivor crossover use of select zombie skills while still a human. Or something else that doesn't foster some mystical pipedream...I dunno. And what exactly is a cockboat anyway?--Xavier06 13:11, 8 April 2006 (BST)
    • Res moved to discussion
  28. Spam - and a vandal. --Cinnibar 15:36, 8 April 2006 (BST)
  29. Spam - No. Bad author. No cookie. - CthulhuFhtagn 21:23, 8 April 2006 (BST)
  30. Spam - PK class, neat, gamebreaking balance destruction to the third power. not neat. -Banana Bear4 21:42, 8 April 2006 (BST)
  31. Spam - Kevan has explicitly said that he never plans on promoting intra-faction combat. A survivor will never have skills that directly affect survivors negatively. -Wyndallin 21:47, 8 April 2006 (BST)
  32. Spam - What others have said. --Brizth W! 22:56, 8 April 2006 (BST)
  33. Spam - Let me get this straight, you are recommending 7 new skills and 3 new classes, all PKer-oriented, all in one suggestion? Come on, read the guidelines before posting. --MLF 23:56, 8 April 2006 (BST)
    • Tally: 3 Keep, 13 Kill, 16 Spam, 1 unsigned kill
  34. Keep - I think this class adds flavor and suspense to the game. My only beef is it's a little TOO powerful of a class. I hate PKers, but this class is kinda different from that. --Swmono 20:42, 8 April 2006 (EST)
  35. Spam - Dear god no. DavidMalfisto 13:50, 9 April 2006 (BST)
  36. Kill - Wow, they get better FR than everyone else, better axe skills, and have an ability to hide that fact from everyone else. Just no. I'd re-consider if you got rid of stealth and masquerade and made it so that they have no access to the science tree at all. But probably even then, no, for being out of genre. --C tiger 14:37, 9 April 2006 (BST).
  37. Spam Can this thing go away yet? This is a ZOMBIE apocolypse, not a survivor one. And vanadalism. --Mookiemookie 16:16, 9 April 2006 (BST)
  38. Kill - This suggestion is way overpowered.--Steel Hammer 19:54, 9 April 2006 (BST)
  39. Kill/Drastically Change - While I like the concept of having a specific death cultist class (given the length of time that the city has been... heh... overrun with zombies), this is a bit too much. Keep the survivor skill tree, don't add a whole raft of new and exploitable skills. Petrosjko 20:33, 9 April 2006 (BST)
    • Tally 2 Keep, 15 Kill, 18 Spam 05:26, 21 April 2006 (BST)

Inspirational Speaker

Voluntarily retracted and removed to my own page. But check the Discussion page, regardless, please. --Wyndallin 08:18, 08 April 2006


Teach

Voluntarily retracted and removed to my own page. --Wyndallin 08:18, 08 April 2006 (PST)


Zombie AIDS

Author retracted--Mpaturet 20:45, 8 April 2006 (BST)

Removed inane, Smartarse, misspelt comment. --Lancensis 22:36, 11 April 2006 (BST)