Suggestions/9th-Feb-2007

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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.
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Free Running/Lurching Gait change

Timestamp: Gut stench02:57, 9 February 2007 (UTC)
Type: Skill Alteration
Scope: Survivors and Zombies
Description: This change attempts to add a little believability to the Free Running and Lurching Gait skills. Survivors with Free Running always succeed in doing something that probably requires quite a bit of dexterity and coordination. On the other hand, Zombies with Lurching Gait always succeed at moving at a faster pace, something that also requires dexterity and coordination. Since they are both movement skills and crucial to both types of players, it would be harsh to have them just "fail" at times. I suggest having a chance of "slipping" for both skills. Survivors would have a 5% chance of almost falling while free running, and the action would cost 2 AP if a slip occurs. Survivors could receive a message saying You lose your balance and almost plunge to the street below. The same mechanics could be applied to zombies when using lurching gait. 5% chance of almost falling and the action cost 2 AP. The message could be You stumble and almost fall to the ground.

Keep Votes

  1. Keep - Author Vote --Gut stench FU BAR 02:57, 9 February 2007 (UTC)

Kill Votes

  1. Kill - I don't like the idea. And actually "You slip and fall to the street below" would actually cost HP and indoorsness status. Plus, I'm sure there's a dupe out there, though I don't feel like looking. -Mark 03:13, 9 February 2007 (UTC)
    Re Almost fall to the street below. The action never fails, it would just cost 2 AP to regain balance and go on. --Gut stench FU BAR 03:31, 9 February 2007 (UTC)
  2. just no. reasons? easy... freerunning isn't just about running from building to building using complex bridges or pole vaulting (though those would be viable options as well) ... also, you could use underground passageways (sewers or just digging between basements) to get where you want to go. Lurching Gait was created as a way to ease the blow on Zed players having to move.. JUST MOVE! DON'T PUNISH THE PLAYERS!!! --Ev933n / Talk PPGC 03:19, 9 February 2007 (UTC)
  3. Kill - It is more realistic, but it harms the fun of the game for both sides. --ZombieSlay3rSig.png 03:58, 9 February 2007 (UTC)
  4. Kill - Realism does not necessarily equal good. --Wikidead 04:00, 9 February 2007 (UTC)
  5. Kill Following total realism results in messages like "Your character needs to use the bathroom. Please find a restroom in 10AP or you will pee yourself" --Jon Pyre 05:12, 9 February 2007 (UTC)
  6. Kill - The realism issue is brought back yet again. We all know that when you're doing something, there's always a small but present possibility that you'll fail at it. But this is a game, and is meant to be fun, so please don't suggest this. --Matthew Fahrenheit YRCT+1 05:16, 9 February 2007 (UTC)
  7. Kill - Unfortunately, the RNG came up at under 5%, so your suggestion slipped and fell. --Funt Solo Scotland flag.JPG 12:44, 9 February 2007 (UTC)
  8. Why does everyone think freerunning is from the roofs? It could be from the sewers for crying out loud!!! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:47, 9 February 2007 (UTC)
  9. kill Make it more fun, not less. - BzAli 13:46, 9 February 2007 (UTC)
  10. Kill - Realism does not equal fun! I'm all for the part about making zombies fall (which, I expect, would be voted against by zombies), but free running? Nope. Don't mess with my skills! (Ah, the hypocrisy. Hate mail may be sent via my talk page). --Saluton 16:40, 9 February 2007 (UTC)
  11. Kill - This has been suggested a number of times, but I'm too lazy to search for the dupes. Anyway, this would be penalizing the player for no reason. Not very fair, is it? -- Nob666 17:12, 9 February 2007 (UTC)
  12. Kill - Pointless. This suggestion doesn't add anything to the game, doesn't fix any balance issues, and in the end just hurts everybody. I'm all for realism (to a point), but this would just be annoying. --Gm0n3y 19:33, 9 February 2007 (UTC) #Kill - If I weren't such a rabid chipmunk I'd be organizing massive amounts of hatemail for the author of this one right now. --Gateking 20:57, 9 February 2007 (UTC)
  13. Kill - Sorry, but this suggestion just doesn't really change anything that needs to be changed, all it adds is an AP loss on each side. And to the voter above me (Gateking), don't be rude, there is no call for that. - Whitehouse 22:38, 9 February 2007 (UTC)
  14. Kill-Why? This suggestion seems to have no point, it just punishes everyone, No. FriedFish.ca 01:22, 10 February 2007 (UTC)
  15. Kill - We don't need negative mechanics in the game--Ducis DuxSlothTalk 06:59, 10 February 2007 (UTC)
  16. Kill I'd rather survivors using free running had a 5% chance to stumble and take 2 Damage. That would make more sense! MrAushvitz Canadianflag-sm.jpg 09:51, 10 February 2007 (UTC)
  17. Kill -Even if the game was realistic this wouldn't work. how do we know the free-runners aren't useing the sewers? or useing wide bridges with railings? (maybe they have bridges which you need military acces to cross, finally explaining why FR is a military skill!) or maybe they just sprout wings and fly! ever think of that? --AlexanderRM 5:32 PM, 11 Febuary 2007 (EST)
  18. Mercy Kill - Something that punishes everyone and doesn't make the game more fun for anyone...Sorry, but this suggestion is just begging to be put out of it's misery. --Reaper with no name TJ! 23:35, 12 February 2007 (UTC)
    Kill - I agree with Reaper. This simply punishes everyone. Realism doesn't mean fun. There have been farely frequent "slip ups" and "falls" suggested. This is the first AP penalty one I've seen. Unsigned and vote posted past deadline. --ZombieSlay3rSig.png 17:34, 26 February 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Drop Last of Similar Items

Timestamp: BadgerW 21:36, 9 February 2007 (UTC)
Type: UI Improvement
Scope: Everybody, but Survivors mostly
Description: Basically, if you have more than one of an item, drop the bottom-most one, not the top-most one. I groan every time I pick up a new GPS unit or DNA extractor in a NecroTech, because now they're back all the way at the bottom of the inventory and I can't find them as quickly. This change ought to be very simple to implement, and won't negatively impact anybody.

I know there are Firefox extensions etc. that let you do crazy stuff with the UI (including inventory management), but I don't like them (yes, I've tried them). I like the lo-fi feel of the original game. But I hate it when I have to drop the GPS unit that I've carefully worked to the top row of my inventory.

Keep Votes

  1. Keep Been bugging me too. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 22:15, 9 February 2007 (UTC)]
  2. Keep a decent idea.--Blood Panther 22:29, 9 February 2007 (UTC)
  3. Keep - Yes, a good idea. - Whitehouse 22:47, 9 February 2007 (UTC)
  4. Keep - I've wanted this myself. --Toejam 22:57, 9 February 2007 (UTC)
  5. Keep - A dupe, but now that dropping items accidently is very unlikely, sure, why not? --Wikidead 23:45, 9 February 2007 (UTC)
  6. Keep - Tought of this plenty of times myself. --Matthew Fahrenheit YRCT+1 23:54, 9 February 2007 (UTC)
  7. Keep - I see no reason why not -- FriedFish.ca 01:23, 10th February 2007
  8. Keep- is helpfull and surly easy to add into the game -- --Mazu 02:24, 10 February 2007 (UTC)
  9. Keep- Yes please --Gene Splicer 03:18, 10 February 2007 (UTC)
  10. Keep - Sure, why not? --Ducis DuxSlothTalk 07:01, 10 February 2007 (UTC)
  11. Keep Sexy. MrAushvitz Canadianflag-sm.jpg 09:50, 10 February 2007 (UTC)
  12. KEEP Definitely keep this. Bubacxo 10:11, 10 February 2007 (UTC)
  13. Keep - Plain sense. -- Nob666 12:03, 10 February 2007 (UTC)
  14. Keep- Please! --Jay Clarke 12:11, 10 February 2007 (UTC)
  15. Keep - Helps those of us who don't want to bother with downloads but still want to manage inventory better.
  16. Keep - So obvious i dunno why it's not implemented yet. --DinkyDao 23:32, 10 February 2007 (UTC)
  17. Keepathon --Funt Solo Scotland flag.JPG 19:42, 10 February 2007 (UTC)
  18. Keep - Author vote. BadgerW 05:10, 12 February 2007 (UTC)
  19. Keep - There's no reason I should have to go all the way to the bottom of my inventory every time I want to scan a zombie simply because I found another DNA extractor. --Reaper with no name TJ! 23:37, 12 February 2007 (UTC)
  20. Keep - Yes I'm getting tired of having to rearrange all my items because I picked up a pistol with 0 ammo.--Rogue 22:55, 17 February 2007 (UTC)
    Keep - Definitely, It's very annoying when it happens, and a simple matter to change the code Cannywizard 01:20, 25 February 2007 (UTC). Vote posted after voting closed. --ZombieSlay3rSig.png 01:26, 25 February 2007 (UTC)

Kill Votes

  1. Drop that GPS you already have at the top of your inventory. It's not gonna change a thing. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:04, 9 February 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Clarify Contact Status Amongst Bodies

The suggestion turned out to be a dupe of this. The only difference is I specified how the message could appear: "There are eight dead bodies here. Three of them smell strange. You recognize Greg and Steve in the former, Bill and Jim amongst the latter." Not significant enough to go through voting again. --Jon Pyre 05:42, 9 February 2007 (UTC)


Zombies Die After Falling from High Building

Timestamp: Lt Charlie 23:55, 9 February 2007 (UTC)
Type: Minor Improvement
Scope: Zombies
Description: When Zombies jump from a tall building, they don't majestically land on their feet and proceed to shamble on out the door. They die, kind of like when survivors do the same thing.

Keep Votes
Zombies survives suicides? Who knew? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:56, 9 February 2007 (UTC) As Matthewfarenheit. It nerfs Digestion somewhat, but I guess if someone wants to waste AP to do such a thing, so be it. It would be a nerf to the ZKer/Surivior allaince as well...Zkers soften up a topic, and Suriviors rush in to take out the enemy.--ShadowScope 01:10, 10 February 2007 (UTC)
Kill Votes

  1. Kill - The problem is that they'll recover all their health almost for free, thus negating any of the advantages of buying Digestion and nerfing cooperative kills (one survivors softens the zombie, another finishes him off). --Matthew Fahrenheit YRCT+1 23:58, 9 February 2007 (UTC)
  2. I completly forgotten zombies were considered immortal. Reading Farenheit's vote made me realize it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:00, 10 February 2007 (UTC)
  3. Kill - I didn't think of that either. Back to the drawing board, I guess. I'll leave this here so it gets rejected and no one else decided to bark up this tree. Lt Charlie 00:07, 10 February 2007 (UTC)
  4. Kill Lets zombies go back to full health for 1AP. --Jon Pyre 03:18, 10 February 2007 (UTC)
  5. Kill - As everyone else. --Wikidead 04:06, 10 February 2007 (UTC)
  6. Kill - for posterity. --Funt Solo Scotland flag.JPG 19:41, 10 February 2007 (UTC)
  7. Kill - The reason you die from jumping off a high building is due to organ trauma from the impact. Zombies are apparently much less susceptible to that than survivors. The reason for the kill vote should be obvious based on the votes above mine. --Reaper with no name TJ! 23:48, 12 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam - its even worse than you folks are thinking. If zombies can commit suicide, they can prevent themselves from ever being Headshot, just for the AP cost of finding a tall building, entering it, and jumping out. Might as well just call it "zombies can hide among corpses." --S.Wiers X:00 03:00, 10 February 2007 (UTC)
  2. As Swisers. This is a uber-zombie buff that could save the Urban Dead game. But...um...it really shouldn't.--ShadowScope 03:07, 10 February 2007 (UTC)

Endurance

{{suggestionNew| Removed by author after many kills and being notified of many flaws and problems. Removed to be fixed to better fit the game and not tilt the scales as badly as it did.--NecroHealer 07:07, 11 February 2007 (UTC)