Suggestions/9th-Jul-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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Consumption (revised)

Timestamp: 07:46, 9 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: This is an idea to cement the role of bite as a healing attack, and to provide a use for it even when a zombie is at full health beyond the single infectious bite.

Consumption would be a subskill of Digestion. The zombie's body has adapted to not waste food eaten when fully healthy, storing it instead for later healing. The zombie's player would have a new button on their interface: "Regenerate (X)". X would be the total number of hit points the zombie is currently capable of healing. Biting when at full health would raise X by 4. Killing a survivor with a bite attack would raise X by 10. X would max out at the zombie's maximum health.

Clicking on Regenerate (costing 1AP) would start using the zombie's reserve, healing 3 hitpoints every half hour if injured until X depletes to zero, if the zombie is killed/revived, or if the player clicks it again. You don't need to be injured to start regenerating, and it won't use up your reserve unless you become injured. This would be a useful ability. You could break into a safehouse and before logging off turn on your regeneration. That way if you're injured but not killed you'll gradually gain health, making it somewhat harder for the next person to kill/dump you. Being able to get back, say, 12hp in two hours is pretty good but not overpowering since the zombie won't regain full health unless it's left alone in there for a very long time.

Votes

  1. Keep Author vote. A useful fun ability that provides a kind of resource management. Makes the healing ability of bite persist even when the zombie is healthy by allowing to save their meal for later. Of course this should be balanced out by something new for survivors. --Jon Pyre 07:46, 9 July 2006 (BST)
  2. Keep - The gradual healing is an interesting twist. Won't stop a determined survivor from killing you, but will make you more of a problem for those passing through. --Ember MBR 07:55, 9 July 2006 (BST)
  3. Keep - Im a believer that zombies DO regenerate themselves, and that they have the capability to endure more damage than a simple mortal. It's funny how a survivor right now can endure as many shotgun shots as a zombie (and they ARE many), and because this suggestion is a step towards "tougher" zombies, i vote keep. Altough i still don't like the timed regeneration... --Matthew Fahrenheit Talk 07:56, 9 July 2006 (BST)
    • Re - I don't want to give zombies something identical to first-aid kits, or give them the ability to regain a whole bunch of health immediately in combat without using Digestion. This gives the zombie a steady healing process that protects them when facing different attackers over time. --Jon Pyre 08:24, 9 July 2006 (BST)
  4. Keep - I like it. --Abi79 AB 09:21, 9 July 2006 (BST)
  5. Kill - with a vengence. If I read this right, it's an auto action, setting zombie players in place, and they heal themselves until you get back (or they're killed in a hurry)! No. --Boxy 09:59, 9 July 2006 (BST)
    • Re However it takes an hour and a half to heal what a first aid kit and the first-aid skill heals in a single click. Besides, it makes sense that healing would be a gradual process. --Jon Pyre 10:25, 9 July 2006 (BST)
      • Re Survivors can't set their first aid kits on auto top-up --Boxy 11:20, 9 July 2006 (BST)
  6. Keep Sounds good, and worked out many of the problems raised in the other version. HamsterNinja 10:14, 9 July 2006 (BST)
  7. Keep - Me likey lots. :P -- Krazy Monkey W! 10:32, 9 July 2006 (BST)
  8. Keep - A really neat idea, well thought out, not overpowered, but instead providing a different way of regenerating health for zombies. One question though, if they reach full health but still have food to regenerate, is it kept in their bowels for a later date? And then, if they were at full health, and were attacked, would the regeneration start up again as it had been before they got to full health? --BBM 11:01, 9 July 2006 (BST)
  9. Keep - This is pretty smart, the way I see it is that when a Zombie bites a player, they get a certain regain of health. Its actually pretty clever to me, it would be cool if it were made real. --XxXxXxX 6:54, 9 July 2006 (BST)
  10. Keep - I liked the first one and I like this one Jonny12 W! 12:04, 9 July 2006 (BST)
  11. Keep - This is a good idea, a way for zombies to heal without having to attack. However I don't think zombies should be able to regain health without using AP. The idea of stockpiling is good. --Wofiel 12:32, 9 July 2006 (BST)
  12. Keep - Nice job revising- the new version is good! --Swmono talk - W! - P! - SGP 12:53, 9 July 2006 (BST)
  13. Kill - Zombies don't need any more health. They already can heal 60hp after death and use only 1-6 AP --EnForcer32 13:02, 9 July 2006 (BST)
  14. Keep - You are thinking about the high level Zombies EnForcer32, think about all of the newbies who spend 10AP or 15AP to stand up, and 2AP to move! - Jedaz 13:10, 9 July 2006 (BST)
  15. Keep I advise a time limit on how long a zombie can store energy/health (or whatever it is), as you'll end up with zombies with many thousands of unused regenration points otherwise. However, I say keep as it is not essential, and the skill is good. - HerrStefantheGreat 14:21, 9 July 2006 (BST)
    • Re Zombies can't save more regeneration points than their max health, so it'd cap at either 50 or 60. --Jon Pyre 18:37, 9 July 2006 (BST)
  16. Kill - The timed rates are too much. The slow regeneration rate is silly; make it simpler, like instant when you click the button. It's like a passive defense now. Also, this would not really help Zombies, for reasons others have pointed out.(nifty, yes, helpful, no) New skills are nice, but they just leave the newbs farther behind. A change to help zeds get through 'cades would be useful, IMO, not 100 or 120 HP. --Raystanwick 14:28, 9 July 2006 (BST)
  17. Keep - This version works better. Rheingold 14:38, 9 July 2006 (BST)
  18. Keep - Realistically, I don't know how feasible the continuous time realease while your offline thing would work out to be, but then it's not my job to figure that out. If it would work out, it's a good idea, much improved from previous versions. --Rgon 15:19, 9 July 2006 (BST)
  19. Keep - It's cool, and probably not unbalancing. I always assume that zombies are always at full health or dead, anyways. --McArrowni 16:14, 9 July 2006 (BST)
  20. Keep - This is dangerously close to an auto defense, but I think the fact that a survivor has half an hour to kill them is it's saving grace. I would like to see the storage cap at half the zed's max hitpoints, because this is incredibly powerful now. --Burgan 17:15, 9 July 2006 (BST)
  21. Keep - Nice job revising this idea. I can definitely see this skill being useful. –Bob Hammero TW!P! 17:20, 9 July 2006 (BST)
  22. Keep - Not overpowering, powerful enough to be useful in certain situations. I like it. --Mookiemookie 17:37, 9 July 2006 (BST)
  23. Kill - Are you all nuts? Give zeds another buff? That's ridiculious! In case you haven't noticed, zombies have gotten more buffs and more advantages lately than ever before! Have any of you even been to Dunell Hills lately? You can't go five feet without getting killed! Zombies can regenirate by dieing, for one or six AP they stand up and are healed. The last thing we need is this! --Paradox244 18:31, 9 July 2006 (BST)
  24. Kill - Not completely thought out. Basically a zombie can heal 60 hp for 1 AP, while you do include a time factor this in itself makes it extremely unbalanced. Like Burgan said this is almost an auto defense, because no where do you state that this is limited to when they are on-line only. Lastly if I am a zombie out running around with 46 HP and a reserve of 50 Heal Points I have a total HP of 96.. --Steel Hammer 19:03, 9 July 2006 (BST)
    • Re Yes, but it takes about 10 hours to fully heal. It would be unreasonable to require people stay on for hours and it makes sense healing would be a gradual and steady process. --Jon Pyre 19:22, 9 July 2006 (BST)
      • Re - While I understand what you are trying to do, you need to make it more costly. Even a Newbie Civilian has to pay 1AP for 5Pts of Healing which granted is immediate, However thats if they can find a hospital that they can get into.. You are wanting to much for to little. And while I respect your opinion on the suggestion pages and you have come up with some great ideas in the past, I don't think that zombies need this hefty of a buff. --Steel Hammer 21:43, 9 July 2006 (BST)
  25. Keep - makes sense, as long as this can't bring zeds past their maximum health -Kiltric 19:46, 9 July 2006 (BST)
  26. Keep fine by me KyleTravis 20:27, 9 July 2006 (BST)
  27. Keep - I could see the max storage being less than max HP, but that's minor. The basic mechanic is nice. --Dickie Fux 22:51, 9 July 2006 (BST)
  28. Kill - It seems to overpowered. 1 AP and you can be fully healed? Regardless of the fact that it's over time, it's just to little of an AP penalty to be fair. Maybe increase it to five or so and I would vote keep. Kamron 5:49 P.M., 9 July 2006 (PST)
  29. Kill - I want to vote Keep, but something seems...off. Whether you want to admit it or not, this IS an auto-defense, but I think one that could work. I don't like the "zombie doesn't have to be injured to start regenerating." I might go so far as to say the zombie has to be wounded (ie. 25 HP) to start using it, but simply having to be injured to start using it...I guess it would be acceptable that way.--Pesatyel 04:54, 10 July 2006 (BST)
  30. Keep - Things like this might make being a zombie a little more interesting. --Rozozag 21:13, 10 July 2006 (BST)
  31. Keep - First off - ZOMG! The zombies are starting to win the apocalypse! Remove their buffage! W0LF! Secondly, Jon Pyre you are the devil himself. Thirdly, I love this idea. - David Malfisto 22:47, 10 July 2006 (BST)

Office Experience

Timestamp: 08:19, 9 July 2006 (BST)
Type: Skill/Item
Scope: Survivors
Description: This is a revision of an idea from a few months back, to allow survivors to print and post messages. A survivor with the Civilian skill Office Experience knows how to use machines available in schools or libraries. To print they must first find paper, which could be found very easily in those buildings. Then for 1AP in a powered school or library they can print their message, which would could be up to twice the length of a spoken message. It would become an item in their inventory. Clicking on it for 1AP allows them to post their message anywhere. Everyone would then see a message in the room description "There are X notes stuck on the wall for people to read." Clicking on read would cost 1AP and display all the notices put up on that location, in order from most recent to oldest. There'd be a link next to each message "Remove" which would cost 1AP and allow you to tear off any single note of your choice. Attacking the notes successfully with any attack would randomly destroy a number of them equal to the damage you do. And finally in addition to these two methods of removal, ransacking a building would instantly eliminate all the messages posted within and you could not post in a ransacked building.

This ability is useful, could fufill a variety of purposes, and could even be used to make in-game message boards. It's balanced by the fact that the notes can be easily destroyed and that zombies can read them and find out all the important information survivors have been posting. And don't worry about STREETS. He'd need to spend an AP or two finding paper, another printing, and another posting. Considering that paper is a one-use item and a spraycan has multiple uses this wouldn't allow anyone to be overly prolific compared to graffiti. And this isn't redundant with spraypainting. Graffiti is highly visible and relatively durable, untouchable by zombies. This would be fragile, require people to seek it out, compete with other messages, but allow for multiple and longer messages.

  • Note: In response to Ember's vote, it would be a simple matter to make there be a maximum number of messages (perhaps 20? 50?) to avoid an infinite number piling up. Any after whatever limit is set could just overwrite the oldest message up there.

Votes

  1. Keep - Author vote. Useful, fun, balanced, new. --Jon Pyre 08:21, 9 July 2006 (BST)
  2. Keep - Sounds very cool, will add some much needed flavor. --LeGrady 08:34, 9 July 2006 (BST)
  3. Keep - Alright, I guess we'll put two newsletter suggestions in front of Kevan. --Ember MBR 08:43, 9 July 2006 (BST)
    • Re - I did say it was a revision of an old suggestion. This is different in that you can have multiple messages from different people. --Jon Pyre 09:09, 9 July 2006 (BST)
  4. Keep - Another good suggestion. --Abi79 AB 09:23, 9 July 2006 (BST)
  5. Keep - It would be a good replacement for graffiti inside buildings. Notes inside, graffiti outside --Boxy 10:02, 9 July 2006 (BST)
  6. Keep Sounds good, mister Pyre. HamsterNinja 10:11, 9 July 2006 (BST)
  7. Keep - Oooo, special, me likey. -- Krazy Monkey W! 10:31, 9 July 2006
  8. Keep - I like this. --None Fin 12:40, 9 July 2006 (BST)None Fin (BST)
  9. Keep - As Krazy Monkey. --Swmono talk - W! - P! - SGP 12:52, 9 July 2006 (BST)
  10. Keep - As Swmono (so really As Krazy Monkey). I think it is better than the other version. - HerrStefantheGreat 14:17, 9 July 2006 (BST)
  11. Kill I like it but the AP cost to read ruined it. Spend AP to read a message potentially tacked up three days ago by a spamming noob? Nah. Giving non-immediate info an access cost makes it strictly inferior to carrying a bunch of radios. Or even metagaming. This is why cell phones are rare and Necronet was a flop, because people value even small amounts of AP over days-old information. I can't see any smart survivor using this if implemented as is. I don't think cost-free reading would unbalance the suggestion. It would still be more fragile and costly than graffiti. Rheingold 14:21, 9 July 2006 (BST).
    • Re True, but that single AP lets you read every message present. I suppose it could work with free reading too though. --Jon Pyre 18:49, 9 July 2006 (BST)
  12. Kill - Why do survivors need another way to communicate? Sonny Corleone WTF 15:54, 9 July 2006 (BST)
    • Re Why do zombies need another way to kill survivors? This game is perfectly balanced right now I think. But adding new things keeps it fun, and this would be useful. If you think zombies deserve more communication abilities, feel free to suggest it yourself. It's getting annoying that your only justification for every vote you've ever made is "This is a suggestion to benefit survivors/zombies. I am a zombie. Hence I oppose/approve your suggestion." A buff to one side can be balanced by a buff to the other so don't autokill just because you're committed to one side. --Jon Pyre 18:41, 9 July 2006 (BST)
  13. Kill - in response to Sonny's vote: they don't--Sig.PNGtalk 16:21, 9 July 2006 (BST)
  14. Kill - Spraycans anyone? --Nob666 16:56, 9 July 2006 (BST)
    • Re I made a point to explain the differences between spraycans and notes. Spraycans are very visible and hard to remove. Notes allow back and forth conversation or longer messages but are fragile and require people seek it out. --Jon Pyre 18:48, 9 July 2006 (BST)
  15. Kill - You've got here a nicely thought out and well balanced suggestion. Problems: 1) Survivors don't need more communication routes, 2) We shouldn't be having printing parties during out zombie apocalypse. --Burgan 17:22, 9 July 2006 (BST)
    • Re Actually I was imagining it could be very eerie, like scenes in disaster movies where people print up pictures of missing loved ones or notes saying "All dead. Do not enter". --Jon Pyre 18:46, 9 July 2006 (BST)
  16. Kill - Sorry, I think this idea is a good one, but zombies need new communication abilities, not survivors. If this somehow applied to them, other than reading, they I might vote keep. –Bob Hammero TW!P! 17:24, 9 July 2006 (BST)
    • Re Hey, I suggested feeding groan and plenty of other suggestions to let zombies communicate. I think this suggestion would be fun and balanced but I can't make a suggestion for a survivor skill encompass zombies also. This is new and useful. If I thought of something new and useful for zombies I'd hope people wouldn't kill it just because it doesn't include a skill for survivors. --Jon Pyre 18:44, 9 July 2006 (BST)
  17. Kill - interesting, but ultimately pointless, as survivors can already communicate plenty, and it kinda nerfs spraycans -Kiltric 19:48, 9 July 2006 (BST)
  18. Keep - Mstcrow5429 20:13, 9 July 2006 (BST)
  19. Kill - Not only it's another source of (optional readable) spam, but gives survivors YET ANOTHER WAY to communicate, as they don't need anymore. And given that people posts up enough messages on the wall, who will take the time to read them all? Not only spam, but unused spam too. --Matthew Fahrenheit Talk 22:20, 9 July 2006 (BST)
  20. Keep - I don't know if I'd use it, but if it's not a bad idea. --Dickie Fux 22:55, 9 July 2006 (BST)
  21. Keep - Good idea. --Grigori 00:26, 10 July 2006 (BST)
  22. Keep - Bulletin Boards would be kind of nice. Jenny D'ArcT 00:38, 10 July 2006 (BST)
  23. Keep - Although thats what grafiiti is for, it would provide an interesting history of whats happened in the area, and would certainly help to show patterns. Goldblade 02:38, 10 July 2006
  24. Keep - The lack of durability will make this a fun item with which to play. The AP to read will also keep it an unlikely target for spam. --Max Grivas JG,T,P! 03:20, 10 July 2006 (BST)
  25. Keep - I don't see how this hurts. It isn't like the messages are visible to all (ie. spam). You have to choose to read them. Question what happens to the message you "remove?" Is it in your inventory to be posted elsewhere (not likely) or just destroyed? The only real concern is the idea that "survivors already have too many means of communcation." That might be a major concern if survivors really USED said means.--Pesatyel 05:00, 10 July 2006 (BST)
  26. Keep - With some kind of limitation on the amount of notes. Preferably a lot less than the 20 or 50 already put forward by other voters — 40 or 100 times the amount of data that a single speak action requires storage of? Nooooo thank you. A limit of 5 or 10 is much more reasonable on the server. –Xoid 07:50, 10 July 2006 (BST)
  27. Keep - It has a couple kinks, but I think they could be worked out. --Rozozag 21:18, 10 July 2006 (BST)
  28. Keep - Survivor's bigggest strength? Teamwork. Ideas which encourage teamwork help newbs and give maxed out survivors something to do other than polish their shotguns. David Malfisto 22:49, 10 July 2006 (BST)
  29. Keep - This is a great idea!-- LeChuckBR 21 July 2006
  30. Keep - I think this is a fine idea, regardless of whether people may perceive a need for it or not. I'm only concerned about how these things will keep in the inventory -- perhaps only one kind of note can be printed and kept in the inventory at any time? --Kenny Matthews 06:58, 22 July 2006 (BST)

Zombies Infecting Zombies

Removed by author due to 50 zillion kill votes. Wofiel.


Zombie Dogs

Spaminated with 10 Spams and 2 Kills. Most voters thought the suggestion violated too many of the Suggestions Dos and Do Nots and did not fit with the game. –Bob Hammero ModB'cratTA 17:29, 9 July 2006 (BST)


Communal Groan

Removed by author for improvements. --Canuhearmenow 17:28, 9 July 2006 (BST)


Weapon Improvision

Moved as per author request to Talk:Suggestions. Cyberbob  Talk  03:17, 10 July 2006 (BST)


Elite Knife Combat

Timestamp: 19:39, 9 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: We've seen several "silent kill with the knife" suggestions, and they've been shot down for one simple reason -- it'd be very easy to attack a target with firearms until nearly dead, then switch to the knife for the final, anonymous blow. No good.

I think I can solve that.

Summary: A new skill, Elite Knife Combat, is added to the zombie hunter tree. It adds +10% accuracy to knife attacks and enables silent killing, when the player has no other weapons in inventory. The purpose is ostensibly to allow players to role-play as knife-wielding zombie killers, but obviously survivor hunters will use the technique too -- as they do all other combat techniques.

Mechanics: It's difficult to wield a knife with much finesse when you're lugging around a fire axe and several loaded weapons. Drop the excess arsenal and your knife technique improves. Success rate is boosted by 10% against all targets, for a still-not-very high MBR of 1. Additionally, kills with the "unburdened" knife are not "witnessed" by other players in the room -- they don't see the "Player1 killed Player2" message.

Taboo weapons include shotgun, pistol, fire axe, lead pipe, flare gun and baseball bat. You must not have any of these in your inventory if you want the unburdened knife effects.

Because it will be very difficult to kill any zombie with the knife alone, even at 50% accuracy, I also propose a small boost to Headshot. If the player has both Headshot and Elite Knife Combat, and kills a zombie with an unburdened knife, the Headshot penalty will be 6 AP instead of 5. Consider that a bodybuilt zombie can't even be killed by the knife in 50 AP, and zombies' HP can't be discovered until you're fighting them, and you see why this is a challenge worth rewarding. The knife fighter will need to pick his targets very carefully in order to achieve a knife kill.

Recap: - Buy the skill, drop every weapon but the knife, get 50% accuracy, silent kills and +1 headshot effect (if you also have the Headshot skill). Useful, but challenging, for both zombie hunters and (inevitably) player killers.

Votes

  1. Keep - If we're going to make the knife at all useful, I think this is the most balanced way to do it. --Ember MBR 19:39, 9 July 2006 (BST)
  2. Kill I oppose any suggestions that will be primarily used by playerkillers to playerkill. There's a reason Kevan changed things so killers weren't invisible. --Jon Pyre 19:41, 9 July 2006 (BST)
  3. Keep - yeah, i like it, I've been waiting on the RP silent kill, and this finally seems fair, since not other weapons can be held, okay -Kiltric 19:54, 9 July 2006 (BST)
  4. Keep - True ninja (s)kill. Me like. --Niilomaan 19:59, 9 July 2006 (BST)
  5. Kill - PKing needs no further encouragement, and the headshot boost is unnecessary --Mookiemookie 20:07, 9 July 2006 (BST)
  6. Kill - Mstcrow5429 20:16, 9 July 2006 (BST)
  7. Keep - Would finally add a little variety to survivor combat. --Jimbo Bob ASSU! 21:12, 9 July 2006 (BST)
  8. Keep - Me like options. --Canuhearmenow 21:41, 9 July 2006 (BST)
  9. Kill - I have to agree with Jon on this one. While PK'er are a part of the game, I don't think they deserve any advantages for their type of play. --Steel Hammer 21:47, 9 July 2006 (BST)
  10. Kill - The general idea has promise, but as long as a person doens't mind restocking, they can empty 3 pistols into someone, toss the weapons, then get the silent kill, which is against the spirit of the suggestion. Or you get someone else to weaken them, then finish them off. Either way. --Darth Sensitive talkW! 21:52, 9 July 2006 (BST)
    • Re - I actually did consider this, and I don't think there's an elegant solution. But consider that dropping and refinding all your weapons every time you want to kill a target is a big pain, and will cost a lot more AP (for the searching) than just using the knife alone. --Ember MBR 22:18, 9 July 2006 (BST)
  11. Kill - part of the fun of PK is knowing that you are killing someone and everyone is going to know about it--Sig.PNGtalk 22:29, 9 July 2006 (BST)
    • Re - If that's your take, then you should just keep on using firearms, sure. But there are definitely players who would like to have the option, and would probably enjoy the challenge. --Ember MBR 22:48, 9 July 2006 (BST)
  12. Kill - It's a good suggestion, but encourages PKing. PK = BAAAD. --Matthew Fahrenheit Talk 22:30, 9 July 2006 (BST)
  13. Keep - It looks balanced enough, and I like the idea. –Bob Hammero TW!P! 22:52, 9 July 2006 (BST)
  14. Spam - No hiding who kills who. Ever. – Nubis 22:55, 9 July 2006 (BST)
  15. Keep - Anyone dedicated enough to search up enough firearms to lower an enemy's HP, then drop those firearms to use this ability, then go spend days finding firearms again, can go for it. I doubt many people will. --Dickie Fux 23:01, 9 July 2006 (BST)
  16. Keep - I'm with Darth on the pistol dumping. People would do it. A lot. I also dislike the headshot bonus, I know it's got a high cost but I don't think that it's necessary. I do very much like the silent kill though, has a nice appeal to it, but there needs to be someway to do it only with the knife and enforce it.. --Burgan 23:19, 9 July 2006 (BST)
  17. Kill - The idea of backstabbing a zombie doesn't make sense to me. The only way stealth killing seems in the spirit of the game is to PKers. --Rgon 03:00, 10 July 2006 (BST)
  18. Keep - Most balanced knife improvement to date. Stealthy makes it a keeper. I don't (really) like the headshot addon but still keep. --Max Grivas JG,T,P! 03:25, 10 July 2006 (BST)
  19. Kill Stealth is what kills this. PKing may be part of the game but PKers do NOT need legitimizing, which is all this suggestion would do. Remember, the game is about survivors and zombies fighting each other, not survivors fighting survivors...with some zombies thrown in. Malls would become PKer's paradise. Kill a guy, find a gun. At best, I might say there is a % chance of not seeing the kill (but it would have to be a low chance).-Pesatyel 05:10, 10 July 2006 (BST)
  20. Kill - I like the stealth and stuff, but the plus one to headshot? NO! I DO NOT need someone to be in a squad, and finish the kill of my zombie, expecially new zombies (16 AP to stand is over 3/10 of your daily AP). This may help PKers, but it encourages squads of survivors to gain up on a group of already ill organized zombies, forcing them to have one less AP. And helping PKers forces survivors to organize EVEN more. 343 U! 07:09, 10 July 2006 (BST)
  21. Kill - I don't like the PK potential, or the headshot bonus. Nice flavor, but I think it would have a negative impact on the game. Jenny D'ArcT 15:26, 10 July 2006 (BST)
  22. Spam - I art teh ninja! While this is much more thought through than any other knife idea I've seen, it still revovles around creating ninja PKers (only these guys have a beefed up headshot). David Malfisto 22:52, 10 July 2006 (BST)

Trap Setting

Spaminated with 7 Spams, 2 Kills, and 1 author Keep. Most voters thought that it would do nothing but grief zombies, and didn't like the idea of passive defenses. –Bob Hammero ModB'cratTA 02:09, 10 July 2006 (BST)


Advanced Knife Combat

Timestamp: 22:51, 9 July 2006 (BST)
Type: new skill
Scope: knife weilders
Description: I propose a new skill, Advanced Knife Combat. It would appear in the skill tree as such:
  • Hand-to-Hand Combat (+15% to melee attacks.)
    • Knife Combat (An extra +15% when attacking with a knife.)
      • Advanced Knife Combat (an extra +20% when attacking with a knife)
    • Axe Proficiency (An extra +15% when attacking with an axe.)

the standard accuracy of the knife is 10%, so 10+15+15+20= 60% chance to hit.

this is not overpowered

fireaxe= (3)(.4)= 1.2 damage per attack
knife= (2)(.6) = 1.2 damage per attack

this is NOT useless

this is a hypothetical situation: you are facing an opponent with 5 hp left. You have 2 venues of attack, your fireaxe or your trusty knife, and you only have a handful of AP left. you need to hit only twice with the axe or three times with your knife.

if you attack 3 times with the knife, your chances of of success are (.6)^3 = .216
if you attacking 2 times with the axe, your chances of success are (.4)^2 = .16

so as you can see, this has some practical applications and would be more of a matter of preference than anything else.

Votes

  1. Keep - author vote--Sig.PNGtalk 22:51, 9 July 2006 (BST)
  2. Kill - We don't need another axe. –Bob Hammero TW!P! 22:57, 9 July 2006 (BST)
    • Re - I think I made this clear that this wasn't another axe--Sig.PNGtalk 22:58, 9 July 2006 (BST)
  3. Kill - Maybe not another axe exactly, It's so damn close as to be indistinguishable. – Nubis 23:00, 9 July 2006 (BST)
  4. Kill - I see the use, but a knife shouldn't have parity with a fireaxe, especially versus zombies who don't care about the stabby/bleedy wounds that a knife makes. --Burgan 23:25, 9 July 2006 (BST)
  5. Kill And will search for a dupe link. Its very close to Make Knife Combat Equal to Axe Combat, but that one merely improved knife combat, this one requires another skill. So, no. HamsterNinja 23:50, 9 July 2006 (BST)
  6. Kill - I can see you've thought it out and done your math, but I'm just kind of left with a "so what" sort of feeling about the idea. It's not different enough from the axe to be compelling. --Mookiemookie 00:42, 10 July 2006 (BST)
  7. Kill - one rule in the suggestion do's and do not's: Don't break the wiki Ybbor 01:45, 10 July 2006 (BST)
  8. Kill - Don't see much point here, and Burgan makes a good point on realism. --Rgon 02:57, 10 July 2006 (BST)
  9. Dupe -There were other knife ideas (Knife Improvements, Anatomy Skill) and it seems to me we need to make the other weapons unique instead of just more powerful.--Pesatyel 05:19, 10 July 2006 (BST)
  10. Kill - What Bob said. --Paradox244 21:54, 10 July 2006 (BST)
  11. Dupe - And don't break the wiki. David Malfisto 22:54, 10 July 2006 (BST)

Communal Groan V2.0

Timestamp: 21:36, 9 July 2006 (BST)
Type: New Skill.
Scope: Zombie Horde Formation and Communication.
Description: Under Feeding Groan would be a new 100XP skill called "Communal Groan" Which would be able to be used when in a square with 10 or more zombies. Upon pressing the button "Emit Communal Groan" All people outside within a 8 block radius would get this message, "You hear a communal groan X blocks West and Y blocks South of your location, you should go investigate." This would let a lot of people (Mostly Zeds) that a Horde is starting to form. This would help with the troubles of making a large horde, right? This would at least be a start.

Votes

  1. Keep - Author Vote, At least its a step in the right direction, Right? --Canuhearmenow 01:43, 10 July 2006 (BST)
  2. Kill - Nice try, but I can't see how this would do anything but let people spam the screen. You're thinking along the right lines, but this isn't nearly refined enough. –Bob Hammero TW!P! 01:57, 10 July 2006 (BST)
  3. Spam - How again does this help zombies? – Nubis 01:59, 10 July 2006 (BST)
  4. Kill - What's the AP cost? Also, the spam would be ridiculous. Revise the suggestion and add a lot more details. --Kamron 6:02 P.M., 9 July 2006 (PST)
    • Re. - Can you give recommendations on the Discussion page? its on that page too (Contact me if you have any ideas please, it would be appreciated!). --Canuhearmenow 02:17, 10 July 2006 (BST)
  5. Spam - Scenth Death does this already without the spammy outcome. --Matthew Fahrenheit Talk 02:57, 10 July 2006 (BST)
    Kill - I agree with Nubis, but add that there really isnt any real point at all Goldblade 02:38, 10 July 2006
    • Note - Invalid vote struck out. Sign correctly — i.e. with an actual user name, and you can remove the striking out. –Xoid 07:25, 10 July 2006 (BST)
  6. Kill - Some more details might be good, but I'm kinda failing to see the point. --Rgon 02:55, 10 July 2006 (BST)
  7. Kill - Feeding groan works because it's tied to the presence of survivors. This would be nothing but a spam machine --Mookiemookie 02:57, 10 July 2006 (BST)
  8. Kill - It's a spam machine, as MookieMookie says. Not to mention that hordes of 10+ zombies are very, very common. --McArrowni 02:58, 10 July 2006 (BST)
  9. Kill - Why go to a horde if it's not knocking down cades? Rheingold 04:46, 10 July 2006 (BST)
  10. Kill - The utility of Scent Death combined with the non-spamminess of radios. --Jimbo Bob ASSU! 05:25, 10 July 2006 (BST)
  11. Kill - Flares for zombies, with all the utility that implies. --Ember MBR 08:08, 10 July 2006 (BST)
  12. Kill - As McSnatherson. David Malfisto 22:55, 10 July 2006 (BST)

Zombie and Survivor skills

Suggestion moved to the talk page. Author should take note that a suggestion's body can't be changed once it has been posted and voted upon. --Matthew Fahrenheit Talk 02:37, 10 July 2006 (BST)