Suggestions/8th-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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Stench of Evil

Timestamp: A little before 02:10, 8 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: Stench of Evil would be a special attack performed by Zombies. A Zombie would first need to make a successful attack and grab hold of a survivor. A zombie with this skill would then have the option to expell its nasty breath through a bite attack at a survivor. The attack would have the chance of causing the srvivor to "faint" for a period of time. If the special attack "hits" then all attacks would increase by +10% until the effect wore off the survivor. This effect would stack with hand grab, so a zombie could potentially increase its attacks by +20%.

Votes

  1. Keep Author Vote --Drban
  2. Kill I don't like this idea, but maybe if you gave the percent chance for this faint to happen I could make an informed vote. --Burgan 01:07, 8 June 2006 (BST)
  3. Spam/WTFTridents And the counter could be Listerine!? Seriously, what the hell? Tokakeke C4NT 01:13, 8 June 2006 (BST)
  4. Kill - Same as Burgan, besides time based buffs are out of discussion. --Matthew Fahrenheit 01:18, 8 June 2006 (BST)
  5. Kill - This would raise the zombies' max damage per AP to a very high amount -- 2.1 for claws and 2 for bite. Bit overpowererd, IMO. --Ember MBR 02:018 June 2006 (BST)
  6. Kill - Overpowered, and besides, it just sounds like it wouldn't fit with the game. Also, why is everything in bold? –Bob Hammero TW!P! 02:14, 8 June 2006 (BST)
  7. Spam - If you don't actually tell us what "% to take effect" we're voting on, it's pointless to vote at all. --McArrowni 02:27, 8 June 2006 (BST)
  8. Kill - As per Ember and Bob. --Jimbo Bob ASSU! 02:36, 8 June 2006 (BST)
  9. Kill - as people have said before: unbalancing --DJSMITHCDF 02:43, 8 June 2006 (BST)
  10. Kill for the same reason Jimbo Bob said.--Sgt. 20m813 (MPD) 02:53, 8 June 2006 (BST)
  11. Spam -WTF is up with the retarded suggestions recently.Really now its a waste of textspace on this wiki.Please do yourself a favor remove this suggestion before the votes get any meaner.--LCpl Mendoza 02:56, 8 June 2006 (BST)
  12. Spam - Green eggs and ham. –Xoid 03:26, 8 June 2006 (BST)
  13. Spam - Only if you change it to the point that I don't turn to a zombie on any other non-infected successful attack. Get Real. --Steel Hammer 04:34, 8 June 2006 (BST)
  14. Kill - While I believe zombies need new attack forms and more stuff to do...this isn't it. 70% chance to hit with claws?--Pesatyel 06:30, of banned vandal in the morning!">A Bothan Spy Mod WTF U! 08:42, 8 June 2006 (BST)
  15. Spam - Actually isn't it 80% to hit with claws? Tangling grasp and all... David Malfisto 12:38, 8 June 2006 (BST)
  16. Kill - I think this is one of the stupidest suggestions I have ever heard. And that's saying something.--Labine50 MHG 18:20, 8 June 2006 (BST)
  17. Keep - love it user:Goodbuyer
  18. Keep - cool! user:achoo
  19. Kill - Would be great for zombies, but bad for survivers, too high of a hit rate. User:Scott74168 5:49, 8 June 2006 (PDT)
  20. Spam -absolutely HORRIBLE suggestion. You never told us how long the fainting spell would last for. Plus, I feel that this is out of genre: breath, no matter how bad it smells, cannot incapacitate someone. I am sympathetic to the underpowered and underrepresented zombie (i am a member of the RRF), but I feel that this goes to far with the incapacitating of the survivor. I am for higer damage/higher chance to hit, but without the incapacitating factor this change in hit percentage has no leg to stand on. --Gage 05:13, 11 June 2006 (BST)
    • Tally - 3 Keep, 17 Kill, 20 Total. --Gage 05:13, 11 June 2006 (BST)
  1. Spam - I mean, come on. -- Ashnazg 0717, 17 June 2006

Binoculars

Timestamp: June 7th,2006 9:23 PDT
Type: Item
Scope: Survivors
Description: Binoculars would be used to determine the current barricaded state of an adjacent area. This would cost 1 AP and would cost as much as moving there, however, a survivor could see if they can get in before committing to moving there.

Votes

  1. Kill - Moving involves the risk that you won't be able to get in. –Bob Hammero TW!P! 05:34, 8 st it, but with the AP cost it's not very useful, and without the AP it's overpowered. --Burgan 06:04, 8 June 2006 (BST)
  2. Kill - What is the point? If the square you are in is overbarricaded, your better off just using the 1 AP to move to another square (which instantly tells you the level) rather than having to use 2 AP to do the same thing. Now, maybe if you could see the barricade level of a building 2 squares away, you might have something. But start it on the discussion page first (if you go that route).--Pesatyel 06:36, 8 June 2006 (BST)
  3. Kill - The last thing we need is more useless items. --Jimbo Bob ASSU! 06:38, 8 June 2006 (BST)
  4. Kill - No improvement over just moving to the building- Egglord 11:03, 8 June 2006 (BST)
  5. Kill - As above. David Malfisto 12:39, 8 June 2006 (BST)
  6. Kill - Idea of binoculars is cool, but all this suggestion does is waste AP. Maybe see all adjacent areas by using 2-3 AP? --Nob666 16:35, 8 June 2006 (BST)
  7. Keep - love it user:Goodbuyer
  8. Dupe - far better idea of implementing Equipment_-_New#Binoculars_.28from_TALL_buildings..29

part of UD is the uncertainty, and the more we take away from that, the less fun it'll be. tactical grace --Tactical grace

  1. Keep - cool! user:achoo
  2. Kill - You might as well use that AP to actually go into it. --User:Ashnazg 0719, 17 June 2006 (GMT)

Get An Education

Timestamp: 06:19, 8 June 2006 (BST)
Type: Rule change
Scope: Human Skills
Description: One of the things that has really got me is the way that humans in Urban Dead gain skills. It seems that at any moment, as soon as a player gains the appropriate XP, they can become good -- for example, suddenly learning how to fire a shotgun, build a building, or perform major surgery, or even how to have a job at NecroNet, as they hack through zombie hordes. This doesn't make sense, and considering that humans get the most skills aready, it may even be a bit overpowered.

My suggestion: Skills have to be learned, not spontaneously developed. Each skill has a certain set of thematically appropriate locations where it ma be learned. Specifically, these locations are:

  • Basic Firearms Training: Armory, Arms, Fort, Police Station
    • Pistol Training: Armory, Fort, Junkyard, Police Station
      • Advanced Pistol Training: Armory, Fort
  • Shotgun Training: Arms, Fort, Hotel, Junkyard, Police Station
    • Advanced Shotgun Training: Armory, Fort
  • Hand To Hand Combat: Arms, Club, Fort, Police Station, School
    • Knife Combat: Arms, Fort, School
    • Axe Proficiency: Fort, Fire Station
  • Free Running: Hotel, Towers, Warehouse, Zoo
  • Shopping: Mall, Museum
    • Bargain Hunting: Mall
  • Body Building: Club, Railway Station, Stadium, Warehouse
  • Tagging: Club, Mansion, Museum, Railway Station, Stadium
  • Construction: Auto Repair Shop, Power Station, Railway Station, School
  • Radio Operation: Library
  • NecroTech Employment: any NecroTech building, School
    • Lab Experience: Any NecroTech building
      • NecroNet Access: Any Necrotech building
  • First Aid: Cathedral, Fire Station, Hospital
    • Surgery: Hospital
  • Diagnosis: Church, Hospital, School
  • Headshot: Armory, Cinema

Additional locations could be added, as necessary (or as Kevan desires, it IS his site).

When you have the XP free, you would have a new button, "Learn Skill," with a drop-down box of all available skills and their XP costs next to it. Learning a skill would take 10 AP.

For note, zombies would NOT be subject to this change -- they could simply buy a skill whenever they want. They benefit by not having to search for equipment or education to learn and use their best skills.

-- Almafeta 06:19, 8 June 2006 (BST)

Votes

  • Author abstains from voting. Almafeta 06:19, 8 June 2006 (BST)
    • Abstain vote removed from vote count. –Bob Hammero TW!P! 06:39, 8 June 2006 (BST)
  1. Kill While more in-flavor, making some schlep for no particular reason doesn't seem fun. So they'll walk four squares, learn at the Police Station, and come back to old hangout. Big diff. Making someone spend a few AP each time they learn a skill would have such a small effect it hardly seems worth it. --Jon Pyre 06:34, 8 June 2006 (BST)
  2. Kill - But only because some of the locations seem a bit off (Shotgun Training at a Hotel? What the fuck?). Fix that and I'll vote keep. --Jimbo Bob ASSU! 06:36, 8 June 2006 (BST)
  3. Spam - Fails "don't create multi-step skills," "don't reset the game," "leave other people's AP alone," "make it more fun, not less fun," "make it fun!," and "don't argue for realism." Read Suggestions Dos and Do Nots. –Bob Hammero TW!P! 06:39, 8 June 2006 (BST)
    Re:The suggestion doesn't mention anything about reseting the game; presumably skills already learnt would not be unlearnt.
    And 'Leave other people's AP alone' doesn't apply to this- that guideline means that one player shouldn't be able to remove another's AP (headshot excepted), which this suggestion doesn't do.--Toejam 09:35, 8 June 2006 (BST) Non-author Re. --A Bothan Spy Mod WTF U! 09:50, 8 June 2006 (BST)
    • Multi-step skills already exist in the game in the order described above, wouldn't require reset, doesn't let players mess with other people's AP, and Urban Dead as a whole isn't about "fun" in the sense of easy kills and skills without hassle. Almafeta 02:36, 9 June 2006 (BST)
  4. Kill - I like the idea. The 10 AP thing seems a bit much (really my only concern). Maybe have first tier skills cost like 2 AP, second tier 4 AP and 3rd tier 5 AP (or something like that). It may seem a little weird, as Jimbo Bob points out, to learn a skill like Shotgun Training at a Hotel, but it DOES make non-resource buildings a litle more useful...or should I say useful period. Unfortunately, BobHammero is right.--Pesatyel 06:44, 8 June 2006 (BST)
  5. Kill - Though I nearly spammed it based on your rationale; I see no need to attack the skill system in a video game because it's not realistic, learning the skill represents the time you've spent doing the actions the yield XP, e.g. healing/killing. That, and it's incredibly bad form to say something's up to Kevan. It's his site, but this site becomes useless if it's all just up to him. Kill because it's got potential, I'd say the hotel makes no sense, and forts are very scarce so placing a key skill there is just cruel. Shopping doesn't apply to museums, and radio could be learnt at PD/FD/Forts as well. I like that it makes the survivor game more interesting, and it applies a balance shift which will be nice for zeds.Also, headshots at cinemas, nice touch. Finally, 10AP is incredibly steep.--Burgan 06:54, 8 June 2006 (BST)
  6. Spam - I'm certain this is a dupe, but I'm not digging any further for the link. Bob Hammero summed up what I was going to use a paragraph for quite nicely. Also, what Burgan said, just remove anything that implies this suggestion has any redeeming qualities – I consider this suggestion to be utterly irredeemable. –Xoid 07:05, 8 June 2006 (BST)
    • I made sure it's not a duplicate. Almafeta 02:36, 9 June 2006 (BST)
  7. Spam - As Bob. --A Bothan Spy Mod WTF U! 08:42, 8 June 2006 (BST)
  8. Kill - Good concept, but locations are icky, and 10 AP is a crapshoot. We already spend 100 XP to buy a skill, no cost should be added. -- 343 10:49, 8 June 2006 (BST)
  9. Keep I like it. And I don't see anything about resettng the game. Of course this makes things harder for newbies... but thems the breaks. David Malfisto 12:42, 8 June 2006 (BST)
    • Urban Dead is already anti-newbie... it's possible (and S.O.P.) for experienced human players to kill all human newbies by barracading buildings and tactical resource points beyond the level that a human can enter, ensuring the newbie eventually runs out of AP and is found and chomped. Almafeta 02:36, 9 June 2006 (BST)
  10. Keep - I like it a lot. It requires players to thoroughly explore all that Malton has to offer, and to plan ahead for those skill acquisitions. The 10 AP cost isn't going to slow anyone down much -- it's hardly even keeping the revives in check, after all. Going to the cinema to learn Headshot strikes me as delightfully bizarre. (If this gets shot down, as seems likely, please resubmit with a 1 AP cost.) --Ember MBR 15:15, 8 June 2006 (BST)
  11. Keep - God forbid anyone suggest adding an element of strategy to the game. "DURRR ME LIKEY SHOOTING GALLERY CLICKY CLICKY GAME!" --Mookiemookie 15:41, 8 June 2006 (BST)
  12. Keep - As much as I like it, it's too hard to implement (I think) and too strange for newbs. It would however put armouries in some use and make people move outside those malls... I dunno.. I vote kill... No! Keep! --Niilomaan 15:44, 8 June 2006 (BST)
  13. Spam - Causes the game to be severly unfun, unfair and unrealistic. For example you have been shooting at zombies recently and so you get better at it, you learn basic weapons training! What you propose is that instead of this happening, it will happen like this; you have been shooting at zombies recently and so you get better at it, you trudge all the way over to the nearest police department and for some bizzare reason you have to spend more time staring at a blank wall until, at last! you learn basic weapons training! Another thing that could happen is that a friendly person you are sharing a building with tells you how to operate a weapon so you learn basic wepons training! Please, no --John Z. Delorean 16:30 8 June 2006 (BST
  14. Keep - Altough it nerfes newbie characters against the maxed ones. To tell you the truth, its a great idea, but in views of the state of development Urban Dead has, it is a great idea for another game. --Matthew Fahrenheit 18:20, 8 June 2006 (BST)
  15. KILL IT!!1 -The game is already un-fair to survivors because it costs us 20 ap to become human after dieing asuming we don't have ankle grab, where as zombies only spend 10 ap, 1 if they have ankle grab. This would only further the un-balanced-ness-ess-icity-ism.--Labine50 MHG 18:26, 8 June 2006 (BST)
  16. Kill - Do not want. I don't think you really learn new stuff in a derelict scity, you knew them before hand, and why you didn't use them before? Because! Just no. Besides, what about Zombie skills?--William Raker 19:05, 10 June 2006 (BST)EDIT: Disregard that, I missed the part. But still no.--William Raker 19:07, 10 June 2006 (BST)
  17. Kill - would be too confusing to the new player --Gage 04:48, 11 June 2006 (BST)

Rearrange Scent Skill Tree

Timestamp: 07:07, 8 June 2006 (BST)
Type: Game Fix
Scope: Zombies
Description: The placement of Scent Death at the base of the zombie scent tree was, simply put, a terrible decision on the part of kevan. It masks the presence of Scent Fear and Scent Blood from the casual feral zombie, and thus leaves them less equipped for hunting in the wilds, as scent death is all but completely useless, unless you want to find a building which has been cracked and emptied, or directionss to the nearest revive point, neither of which help the new zombie. For finding food, following a groan is infinitely more useful, as there will likely still be people needing eating at the location, and even better, the chances are good that the barricades are already down. The skill is not even that good for hiding, since it also directs you to piles of corpses.

Previously, a zombie could invest 100exp in purchasing scent fear early in order to have a better chance of finding prey that was weak enough for it to kill, especially when combined with other zombies groans leading it to a feeding ground. The position of scent Death has now not only made it require 300exp for a zombie to see the HP of his or her victims, but it has also pushed those skills to the end of the zombies optimum skill acquisition order, and reduced overall new zombie efficiency. What i propose is that the skill tree be changed from:

  • Scent Death
    • Scent Fear
      • Scent Blood
    • Scent Trail

To

  • Scent Fear
    • Scent Blood
    • Scent Trail
    • Scent Death

This way new zombies will know of the health detecting scent skills, they will be able to obtain them early on without a huge exp prerequisite, and they will be able to pick up scent death if they really feel like walking to the nearest trenchcoat shooting gallery.

Votes

  1. Keep - Author. --Grim s-Mod 07:07, 8 June 2006 (BST)
  2. Keep - I agree. I would vote kill, simply because it's a "reset the game" kind of suggestion, but the way Scent Death was implemented already basically did that, so it doesn't matter. –Bob Hammero TW!P! 07:46, 8 June 2006 (BST)
    • Re - It doesnt reset the game at all. All it does is put the new skill in a sensible position where it doesnt wreck the scent tree. --Grim s-Mod 08:05, 8 June 2006 (BST)
  3. Keep - This is what the real Grim looks like. Don't be fooled by impostors! --Jimbo Bob ASSU! 07:55, 8 June 2006 (BST)
  4. Keep - What was Kevan thinking when he placed Scent Death first? –Xoid 08:03, 8 June 2006 (BST)
  5. Keep - I don't see why we are voting on this, it should have been like this to start off I reckon. - Jedaz 09:26, 8 June 2006 (BST)
  6. Keep - It doesn't really matter to me personally, but this is just common sense for newbies. --A Bothan Spy Mod WTF U! 09:30, 8 June 2006 (BST)
  7. Keep - What a swell idea. What's going to happen to those who have Scent Death but no Scent Fear if this is implemented? --BBM 10:19, 8 June 2006 (BST)
  8. Keep - Good point Grim. I hate it, even if I would never buy the skill since I have Diagnosis. (cough) Anywho it is a nice change. -- 343 10:53, 8 June 2006 (BST)
  9. Keep - Makes considerably more sense than currently - Eglord 11:05, 8 June 2006 (BST)
  10. Keep - A Commmon sense change. -- Tirion529 12:09, 8 June 2006 (BST)
  11. Keep - For great justice! Sonny Corleone WTF 12:31, 8 June 2006 (BST)
  12. Keep - It sounds good to me...I feel like starting an zombie alt and abandoning my human alt...Scary... --Abi79 AB 12:41, 8 June 2006 (BST)
  13. Keep - Though Scent Trail could do with being a 3rd tier skill IMO. David Malfisto 12:44, 8 June 2006 (BST)
  14. Keep - Cause it's good, and cause I don't wanna cross Grim s. --Niilomaan 14:02, 8 June 2006 (BST)
  15. Kill - While the higher XP cost for Scent Blood thoroughly smarts, the biggest problem for new zombies is not "who's the weakest survivor" but "where do I go to find survivors, period?" Scent Death is, as I understand it, meant to be an "action radar" for non-metagaming zombies to find where the mobs are and cooperate in bringing down barricades before Feeding Groan comes into play. We need to give the new skill time to show its worth. --Ember MBR 15:08, 8 June 2006 (BST)
    • Re - As has been mentioned repeatedly, Scent Death is as nothing before the almighty food finding power that is following feeding groans. All Scent Death does is point you at the nearest corpse pile or zombie pile, with the odds being good that these are piles of dead after a raid, a group of zombies assaulting a building where the doors are closed and bjrricaded, or a revive point, or a completed raid, with no humans left. To say that Scent Death is useful for tracking down victims is silly, especially when, without having to invest in a skill at all, one can just waddle over to the most recent groan, and 9 times from 10, the doors are still open and there is food for the eating. Honestly, your position on this makes absolutely no sense at all. --Grim s-Mod 15:18, 8 June 2006 (BST)
    • Re - "Give the new skill time" isn't a sensible position? Heck, I thought it was in the Suggestion Guidelines. --Ember MBR 16:38, 8 June 2006 (BST)
  16. Spam I seem to remember spam-fests in the past when changes to skills were made mere days after they were implemented. Funny how that's not the case now, isn't it? – Nubis 15:22, 8 June 2006 (BST)
    • Re - That was for changes to the skill, as far as i have been able to determine there has never been anything about a skills place in the skill tree, especially when it was very poorly implemented and had glaring problems (Such as with the poorly thought out Radio). --Grim s-Mod 15:32, 8 June 2006 (BST)
  17. Kill - Voting Spam out of spite is as petty as the rest of the drama hereabouts. However, I think it's more important that zombies be able to detect hordes and get together, their power is in numbers, they can't do the guerilla/rambo thin so they need a horde. If they've got a horde, then they'll find food. I'll be buying scent death as soon as I get 100xp, but I've got no interest in the HP scent skills when I could be getting better offense. This skill is more important than the others because it provides a nice alternative to meta-gaming, and fixes the feral problem. I'm looking forwards to being a better zombie with this skill. --Burgan 15:39, 8 June 2006 (BST)
    • Re - Im honestly wondering if people are bothering to read: In response to your comment: Feeding Groans. Follow them to food. --Grim s-Mod 16:26, 8 June 2006 (BST)
      • Re - I read, and though feeding groan may give me the heads up that an hour ago someone else ate all the tasty harmans, this scent skill lets me find and work with groups in game. I wonder if you read my comments; the main reason I like this more than the HP scent skills is because it lets me work with hordes. Feeding groan is limited and it costs someone else AP that they could be using on eating. I think it's more important for new zeds to be able to hang around with a horde than see which survivor they can eat easiest; it does a newbie no good to be able to see the survivors health if they can't break into a safehouse themselves. --Burgan 16:51, 8 June 2006 (BST)
  18. Spam - Give New Alterations a Chance. --Matthew Fahrenheit 18:28, 8 June 2006 (BST)
  19. Kill -How can you even suggest something like this??? This is one of the worst ideas I've ever heard! The game would be thrown way off balance in favor of zombies!!! The game is suposed to be fun for survivors too, not just zombies.--Labine50 MHG 18:35, 8 June 2006 (BST)
  20. Spam-This game is currently off balance in favor of Suriviors! This game needs to be fun for zombies too...not just suriviors. I'm voting Spam because we need to give new aliterations a chance. Wait 2 weeks, and I'll vote Keep.--ShadowScope 18:43, 8 June 2006 (BST)
  21. Keep This makes a lot of sense. Scent Blood was one of the more useful skills I had as a young zambah - pushing it down the skill tree in favor of a basically useless flavor skill will just make things harder for young zombies. A new skill should help, not hurt.--Ky 23:52, 8 June 2006 (BST)
  22. Keep - "Give new alterations a chance" does not trump "use your goddam judgement", which is what voters are supposed to do. A new skill added to the weakest faction should not weaken it some more. --McArrowni 00:43, 9 June 2006 (BST)
  23. Kill - This was a very awkward place for Kevan to put the skill; it must have been intentional. --Ron Burgundy 01:19, 9 June 2006 (BST)
    • Re - It was intentional. It was also a horrible choice that nerfs newbie zombies. Dont assume kevan knows best. As every change since powered searches shows, he apparently does not. He is killing the game with poor changes (look at the massive decline in zombie numbers). He is a harman, and harmans are fallable and make mistakes. --Grim s-Mod 02:11, 9 June 2006 (BST)
      • One of my first legal REs Oh, I haven't started worshiping Kevan... yet. As it stands, my shrine is incomplete. I can't get his nose right and I'll be damned if I'm going to sacrifice all those kittens to a less than prefect likeness. Anyway, you're right, the stats[1] have been getting worse since powered buildings. That doesn't bring complete disillusionment, though. I don't play a zombie or have a zombie alt, but I've been in some pretty bad suburbs and from what I know of them, finding yourself a horde gets you much more XP than finding bloodied survivors- hell, when a horde is in town, everyone is wounded! You've got to get to a feast before you can start eating! I do, however, recognize the "this leads you to piles of bodies and revive lines" problem. Regarding that, do you think it could be solved by factoring in the number of rotters in a given area such that you can smell them from further away and they smell stronger? I reckon that's a separate suggestion, though. --Ron Burgundy 02:41, 9 June 2006 (BST)
  24. Keep - Oddly enough, I agree with Grim s on this. Move this skill down to the bottom of the scent skill tree so the more useful skills can be utilized earlier. --Torvus 01:31, 9 June 2006 (BST)
  25. Keep - as Scent death is a basically useless skill anyway, move it down the list...----Gage 04:39, 11 June 2006 (BST)
  26. Keep - Or even better, screw the scent tree and just save the 300 xp. Get yourself revived and buy Diagnosis, and Body Building. Finish up with Brain Rot upon suicide. Better than getting Scent Blood and the two other PoS skills before it. Frankly, Scent Fear shouldnt even be there. --wcil 11:10, 9 June 2006 (BST)
    • Tally - 19 Keep, 7 Kill, 26 Total. ----Gage 04:39, 11 June 2006 (BST)

Scent Strength

Timestamp: 18:17, 8 June 2006 (BST)
Type: Zombie skill
Scope: Zombies
Description: A simple zombie skill (located under Scent Death) to detect which human in the room has the highest level -- and therefore likely to be the most dangerous. Currently I check this out by clicking on everyone's profile, o the feature is more or less there anyway -- this would just make finding your guy a bit more convenient.

Highest-level human would show as PlayerName (!) on the map and in the character list. Skill would not function while in human state.

In the case where more than one human has the highest level, only the most recently active would display the symbol.

Votes

  1. Keep - In my experience, smart hordes target the troublesome harmanz first. Since level information can be easily found out, I don't see this skill as providing any unfair advantage. --Ember MBR 18:17, 8 June 2006 (BST)
  2. Kill-This would make the game incredibly un-balanced in favor of zombies and it wouldn't be a good idea because survivors would have no chance if this got into the game!!!--Labine50 MHG 18:32, 8 June 2006 (BST)
    • Re - This is some kind of joke account, isn't it? --Ember MBR 20:07, 8 June 2006 (BST)
    • RE -In a word- no.--Labine50 MHG 21:18, 8 June 2006 (BST)
      • Re - Okay, so why are you freaking out about every zombie skill suggestion on the page? Word to the wise: We serve both sides here. Please cut out the doomsday hyperbole. --Ember MBR 22:27, 8 June 2006 (BST)
  3. Spam-Good idea, but one can already check the level of suriviors by clicking on their profile link. No skill needed. Was used in the era of EXP Headshot, so suriviors take out Headshoters first during raids. Keep It saves time for Zombies, but isn't truly a Zombie Buff. Just something to make Zombies happy and content. Hopefully something more substantive comes along, but I won't vote Kill because of that.--ShadowScope 18:44, 8 June 2006 (BST)
    • Re - It's a convenience, much like syringe manufacture. If you don't want it you don't have to buy the skill. --Ember MBR 20:07, 8 June 2006 (BST)
    • Re Understood. Changing vote.
  4. Keep - I fail to see how this could be unbalancing when all it does is give you an easier way to do something that most zombie players already do. That's ridiculous and knee-jerk survivor reaction. I'm voting keep just to spite that one vote because I'm cranky today. --Mookiemookie 18:51, 8 June 2006 (BST)
  5. Keep - Since this is something that can already be done, but this makes it easier without unbalancing things, it seems reasonable to me. –Bob Hammero TW!P! 19:24, 8 June 2006 (BST)
  6. Keep - Something other people haven't noted: yes, you can already do this by clicking on profiles, but that eats up IP hits. A lot of IP hits, potentially. This would both make it easier to play the game and save on server load. A definite keeper. --Jimbo Bob ASSU! 19:46, 8 June 2006 (BST)
  7. Keep - certainly not unbalancing. seems fair. another thing to blow XP on - the more skills to buy the better. --Otware 20:14, 8 June 2006 (BST)
  8. Keep - It would make you think twice before getting fully leveled character. Also if you want to be the target, you can get stuff like knife combat and some zombie skills. This one would make the life little easier for new chars. --Niilomaan 20:20, 8 June 2006 (BST)
  9. Keep - Sounds good. Not necessaror everyone, but useful for some. It's a lower priority for implimentation, but it's a good one. --Burgan 20:24, 8 June 2006 (BST)
  10. Kill When my zombie breaks into a safehouse I try to attack before someone logs on. Finding the strongest target by looking at profiles takes a bit of time, putting my zombie at risk. If zombies want to target their attacks it's only fair there be an added risk. --Jon Pyre 22:27, 8 June 2006 (BST)
    • Re - The time you spend clicking links is not a game mechanic, it's just tedium. Zombies are unable to coordinate through speech, so they're given various heightened senses instead. Zombies can't readily say "everyone hit so-and-so"; they need another approach. --Ember MBR 22:33, 8 June 2006 (BST)
    • Keep - love it user:Goodbuyer
      • You must give a reason for your vote. –Bob Hammero TW!P! 10:09, 9 June 2006 (BST)
    • Keep - cool! user:achoo
      • You must give a reason for your vote. –Bob Hammero TW!P! 10:09, 9 June 2006 (BST)
  11. Keep - But the flavor is crap. Should be: Find leader, or find threat. It's good because it saves our IP hits from pointless loss. Although I actually like clicking on links sometimes. I had to change my mind because of what Ron burgundy said. This is not a vote anymore--McArrowni 00:50, 9 June 2006 (BST)
    • Re - Scent Danger, maybe? --Ember MBR 02:31, 9 June 2006 (BST)
  12. Kill Don't penalize players for having bought skills. --Ron Burgundy 01:24, 9 June 2006 (BST)
  13. Keep - It won't make me think twice before buying skills, but it will help zombies target the more useful characters first instead of some random meatballs. --Matthew Fahrenheit 01:47, 9 June 2006 (BST)
  14. Keep - Although it would be more useful if it only counted the number of survivor skills, rather than the level (which includes any zombie skills as well) --Boxy 02:08, 9 June 2006 (BST)
  15. Kill - As my vote seems to have disappeared, here it is again. Personally speaking, I LIKE having to click on a character's name to know there level and read the description (now if some of these idiots would just PUT a description...). Thus, I don't see the need for this, especially when there are better things (like infection) that are more useful for indication.--Pesatyel 19:26, 9 June 2006 (BST)
  16. Keep - saves you IP hits, and will be really handy in malls.--Bulgakov 16:29, 10 June 2006 (BST)
  17. Kill - This has as much utility as knife combat / scent death. Low level zombies are looking for kills (bonus XP) and Scent Fear's * gives them away. High level zombies would want to go for the inactive / middling prey who do not run away (this skill only puts the ! against the most recently active high leveller). Besides, the (60 HP) gives away most high levellers as well. Finally, there is the tried and tested method of checking profiles, which also has the bonus which Pesatyel mentioned above. How do you think we found so many trenchcoaters ;) --wcil 17:33, 14 June 2006 (BST)
  18. Kill - Not that good in seiges when everyone's pretty high-level, and when randomly foraging, I go for the one with lowest Hp first. --Ashnazg 0722, 17 June 2006 (GMT)

New zombie Skills

Timestamp: 18:28, 8 June 2006 (BST)
Type: Skills
Scope: Zombies
Description: Recently zombies have been getting the short straw when it comes to new skills. I think zombies need more powerful attacks. Survivors can take down a zombie very quickly if they have several loaded shotguns and Advanced Shotgun Training. Its 10 damage per hit at 65% accuracy, the best a zombie can do is 3 damage at 50% accuracy (60% accuracy with Tangling grasp). Not exactly frightning.

Zombies should get skills that increase their combat effectiveness. Basically, more brain eating for your AP. Here are my ideas for new combat skills for zombies.

  • Gouging Bite- The zombie's bite attacks now cause 5 damage. This skill has Vigour Mortis as a prerequesite.
  • Tearing Claws- Increases the accuracy of the zombie's hand attacks by a further 10%. Requires Death Grip.
  • Diving Lunge- The zombie can spend 2AP throwing themselves at a barricade. There is a 50% of dropping the barricades by 1 level.

I play as both survivors and zombies. I find that the zombie characters are much less equipped and what is needed is a)Stronger Combat Skills and b)a way to lower those pesky barricades.

Votes

  1. Keep- Tis my suggestion, so I vote for it.-- Krazy Monkey W! 18:28, 8 June 2006 (BST)
  2. Kill -This suggestion would make the game even more un-balanced than it is so I don't thin kit would be a good idea.--Labine50 MHG 18:30, 8 June 2006 (BST)
  3. Kill -Actually, Diving Lunge is useless thanks to Tearing Claws, so you nerfed your own suggestion. And, remember, altough most survivors know zombies are uber weak and "support" zombie's cause for interesting changes, they will never allow this to happen. --Matthew Fahrenheit 18:35, 8 June 2006 (BST)
  4. Keep - although I agree with Matt's mention of nerfing your own suggestion, I do agree with Zombies needing better skills. Since it's ultimately up to Kevan whether or not this gets implemented, I say we give it a shot. -Mia Kristos 18:41, 8 June 2006 (BST)
  5. Keep - Only because Labine50 voted kill. Sonny Corleone WTF 18:54, 8 June 2006 (BST)
  6. Kill - No, this would unbalance things too much. Change the "Tearing Claws" to increase by 5%, increase the cost of "Diving Lunge" to 3 AP, but most importantly, break this suggestion into separate suggestions (note: you are only allowed three per day, maximum). –Bob Hammero TW!P! 19:28, 8 June 2006 (BST)
  7. Kill - As per Bob. --Jimbo Bob ASSU! 19:49, 8 June 2006 (BST)
  8. Kill - I hear your frustration, but in comparing survivor combat to zombie combat you've got to look at the whole picture. The human will spend 6 or 7 AP to make that 10 dmg attack if you figure in searching and loading. A zombie is always completely combat-ready. Making zombies fun to play has always been an issue for Urban Dead, but I don't think a combat boost is the answer at this point. --Ember MBR
  9. Keep - I would prefer if diving lunge wereremoved though. --Otware 20:17, 8 June 2006 (BST)
  10. Keep - What both Sonny and Bob said. There are 2 times more survivors than zombies. I think we can balance it again if situation changes. --Niilomaan 20:27, 8 June 2006 (BST)
  11. Kill - Zeds need help, but this is the wrong direction to take. We can keep upping damage and to-hit percentages, or we can make the game more interesting. Remember, survivors have to search; my zombie kills people daily, my hunter kills every second day at best. Also, Mia Kristos, it's incredibly bad form to say it's up to Kevan. Of course it's up to Kevan. Since it's up to him anyways, why even bother voting, let's just let people spam his inbox with every suggestion idea they get? --Burgan 20:31, 8 June 2006 (BST)
  12. Kill - I agree with Ember. The thing that really keeps me interested in playing as a survivor is that I can really get into things other than just "Run around, shoot zeds." I think that this might be a good suggestion sans Diving Lunge, but I really believe that to balance out Zed/Survivor populations we need to make zombies more fun - probably more different things to do is the key. --Shoofle 22:17, 8 June 2006 (BST)
  13. Kill Zombies need interesting things, not attack upgrades. --Jon Pyre 22:26, 8 June 2006 (BST)
  14. Kill - As John. --A Bothan Spy Mod WTF U! 22:28, 8 June 2006 (BST)
  15. Kill As others pointed out, this SHOULD be 3 seperate suggestions. I'm inclined to agree with the Catch-22 that zombies need more interesting things to do, not just attack upgrades.--Pesatyel 23:04, 8 June 2006 (BST)
  16. Keep Zombies desperately need upgrades. The game is too unbalanced in favor of humans at the moment.--Ky 23:47, 8 June 2006 (BST)
  17. Kill - Dear god no! Taking out the level 1s, the ratio is more like 46:54. I agree Zs need buffs, but this "anything that improves Zs ge Peer Reviewed" policy some of you have got going on is... just wrong. The suggestion is not only a third self redundant, but it's grossly overpowered and incomplete - does the Flak jacket protect against bites? You can't compare human firearms attacks (which require you search for ammo) with Z melee attacks (at least not without factoring in the search AP)! Instead compare the Zs 50/60% chance of doing 3 melee damage with the Firefighter's 40% chance. Zombies need suggestions to help them horde. Zombies are not Jason Voorhees. Survivors are not Richard Dean Anderson. David Malfisto 00:52, 9 June 2006 (BST)
  18. Spam - And once the balance swings to the survivor side we'll just make survivor attacks and revivification better so that nearly each time we log on we can expect to either have been killed or revived? The pace is slow and no stopgag balancing measures. This would just cause a powercreep for both sides eventually. Slow down the revives more, especially combat revives, don't speed up combat. Also, three suggestions in one. --McArrowni 01:00, 9 June 2006 (BST)
  19. Kill As Ember, as McArrowni. Fixing zombies means making them more than just button-mashing. --Ron Burgundy 01:40, 9 June 2006 (BST)
  20. Kill - It would just make the zombies better, plus baricades are all we have to know we will not be dead tommorrow! Unsigned vote struck. --Jimbo Bob ASSU! 02:28, 9 June 2006 (BST)
  21. Kill Overpowered like the dickens. Plus 3 suggestions in 1. --Jon Pyre 04:05, 9 June 2006 (BST)
  22. Kill Overkill much, besides, my zombie-char has too much work to get enough xp to get the skills now.--William Raker 19:09, 10 June 2006 (BST)
  23. Kill Yes, guns have a good damage rate, but the point is you need to search for ammo, which is freaking boring and consumes AP. --Ashnazg 0726, 17 June 2006 (GMT)

Tear Throat (revised)

Withdrawn by author. First underpowered and now overpowered. Hopefully the next attempt will be juuuust right. I appreciate everyone's comments. - DirskoSM 14:58, 9 June 2006 (BST)


Scent Death Improvement

Withdrawn by author. I thought of a better idea. See below. --Jon Pyre 04:59, 9 June 2006 (BST)