Suggestions/9th-Jun-2006
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
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Zombie Player Options When Using Scent Death
Timestamp: | 05:22, 9 June 2006 (BST) |
Type: | Skill, Improvement |
Scope: | Zombies |
Description: | Here's a nifty idea to make Scent Death much more helpful: allow players to try smelling for different things! Right now Scent Death doesn't allow for any player input or strategy, it just turns up either the local revive point or a single big siege. What I propose is putting a drop-down menu next to the Scent Death button with a few options. They would be as follows:
These five options would suit different playing styles, and provide more utility from Scent Death. The horde option in particular would be extremely handy and would replace a lot of what metagaming does now, and what speech/radio does for survivors. This would also make Scent Death far more crucial, giving it good reason to be at the start of the zombie scent skill tree. |
Votes
- Keep - Nicely addressed the bulk of my reservations, as well as creating new functionality in the skill (Horde option FTW!). Well done. Also, it is kind of hilarious that my one suggestion to date (though Grim still gets first credit) has apparently managed to spawn/influence both a series of suggestions addressing the same coordination issue while simultaneously serving as the antithesis of what those new suggestions hope to achieve. Irony 4evar! --Jimbo Bob ASS•U! 05:25, 9 June 2006 (BST)
- Keep Author vote. Zombies don't get much communication, but they should get improved senses to make up for that. I feel this would give zombies far better coordination without resulting in shakespeare quoting zombies. --Jon Pyre 05:28, 9 June 2006 (BST)
- Keep - I like it, I vote keep. --ramby T--W! - SGP 05:30, 9 June 2006 (BST)
- Keep - Very cool, but I would make this another skill on the tree. --Burgan 05:31, 9 June 2006 (BST)
Kill -- See, they listen to the rap music, which gives dem the brain damage. And they're a-hip-pin' and a-hop-pin.' So, they don't know the Urban Dead is all about. See, Urban Dead is like a pudding pop...Uh, no, no, Urban Dead is actually more like the New Coke: it'll be round forevr', anck, anck, anck... -- November7 07:28, 8 June 2006 (BST)Got a valid reason? --A Bothan Spy Mod WTF U! 07:22, 9 June 2006 (BST)- Re The real Bill Cosby would approve of this skill. I base that opinion on absolutely nothing. --Jon Pyre 06:04, 9 June 2006 (BST)
- Keep - Jimbo Bob, actually it wasn't Grim S who first suggested that change, but Ron Burgundy here. I wuold vote Kill just for the sake of giving the new skill a lil' more time, but this is just a too good suggestion to throw away. --Matthew Fahrenheit 07:08, 9 June 2006 (BST) altough i wuold like the removal of ruin --Matthew Fahrenheit 07:09, 9 June 2006 (BST)
- Keep - Gives zombies more options, and makes the skill useful. November, give a reason if you don't want that vote struck out. --Pinpoint 07:12, 9 June 2006 (BST)
- Keep - Gives a purpose and use to an otherwise underpowered and pointless skill. --Otware 09:04, 9 June 2006 (BST)
- Keep - This would make Scent Death much more useful, and just might make playing a zombie fun again. –Bob Hammero T•W!•P! 09:22, 9 June 2006 (BST)
- Keep - Give new ideas a chance. Except when they are obviously broken - like when radios first came out. David Malfisto 10:41, 9 June 2006 (BST)
- Keep - Sounds good, though it might be worth turning your Undead, Rot, and Ruin subheadings into subskills of the original. Each of those does enough to be a skill in its own right. --Grim s-Mod 12:27, 9 June 2006 (BST)
- Keep - Definetly worth it. -- Krazy Monkey W! 13:17, 9 June 2006 (BST)
- Keep - Does not imbalance the game and it sounds pretty good, so why not. I vote keep. --Abi79 AB 13:21, 9 June 2006 (BST)
- Keep - For great justice! Sonny Corleone WTF 14:07, 9 June 2006 (BST)
- Keep - Well thought out, I like this. --Zementh 14:10, 9 June 2006 (BST)
- Keep - Great. This will for sure help zomies. I become tired of playing, I haven't been eaten by zeds for 3 months already --EnForcer32 14:16, 9 June 2006 (BST)
Kill -- See, they listen to the rap music, which gives dem the brain damage. And they're hip-pin' and a-hop-pin.' So, they don't know the Urban Dead is all about. See, Urban Dead is like a pudding pop...Uh, no, no, Urban Dead is actually more like the New Coke: it'll be round forevr', anck, anck, anck... -- November7 07:28, 8 June 2006 (BST)- You must have a valid reason. –Bob Hammero T•W!•P! 19:45, 9 June 2006 (BST)
- Non-Author RE -Just pointing out to the mods that this guy voted twice and STILL didn't include a valid reason. (or should I have sent a message to a mod?)--Pesatyel 19:12, 9 June 2006 (BST)
- Keep - I'm not sure every one of those options is useful -- why would I look for a ransacked building, as those are emptied of humans pretty much by definition? -- but the overall concept is just fine. --Ember MBR 15:05, 9 June 2006 (BST)
- Re I figured that the largest crowd in a ransacked building would probably be a horde keeping that building away from humans. That means it's likely a crucial resource building. While it wouldn't lead you to humans it could lead you to a building worth occupying. --Jon Pyre 16:18, 9 June 2006 (BST)
- Keep - This sounds pretty good. And John Ember, if a building smells ransacked, that eliminates it as a survivor hideout. And November, I looked up your comment in the It Is Okay To Hate manual and it is under "It is Okay To Hate This Person for No Other Reason." --John the Quicker 15:55, 9 June 2006 (BST)
- Keep - Good idea. It will turn Scent Dead from useless skill to useful skill.--ShadowScope 17:00, 9 June 2006 (BST)
- Kill - I really like this idea, honestly I do! So why am I voting Kill instead of Keep? I'd like to see it as a new skill along the Scent tree, that has Scent Death as a Prereq. --Reverend Loki 17:54, 9 June 2006 (BST)
- Keep - Hey kid, you like to jump rope, what do you think candy is made out of? Pokemon? No, candy's more like Kodak Film. Tokakeke C4NT 18:39, 9 June 2006 (BST)
- Keep - Nice suggestion, Jon. --WibbleBRAINS 18:45, 9 June 2006 (BST)
- Keep -While I kinda like Reverend Loki's idea (zombies could use more skills), either way will work.--Pesatyel 19:12, 9 June 2006 (BST)
- Keep - Split into some new skills would work, too. Just as long as the Scent tree doesn't get re-arranged every time a new skill shows up on it. --Dickie Fux 19:32, 9 June 2006 (BST)
- kill - make it so that the skill also took into account the block you are at. Also horde can be used for griefing--Cah51o 21:03, 9 June 2006 (BST)
- Re I don't know. How would you grief a group of undead immortal beings? Survivors already have organizational skills, this wouldn't help them. But it would help zombies. --Jon Pyre 21:39, 9 June 2006 (BST)
- Keep if this one is implimented before the voteing is done as well... it will forever prove my "Kevan Pyre" theory --Teksura 22:12, 9 June 2006 (BST)
- Keep Definately worth it as a skill however, but if it is inserted than Scent Death should be a higher-teir skill because of it's usefulness and to avoid the Griefer Horde issue. --Karlsbad 22:41, 9 June 2006 (BST)
- Keep - Yup, a good idea --Darkstar949 23:35, 9 June 2006 (BST)
- Keep - I like it! A very credible idea. ----M-Type 04:19, 10 June 2006 (BST)
- Keep - + Grim S.--Bulgakov 16:12, 10 June 2006 (BST)
- Keep - Love it, I vote keep.--William Raker 18:59, 10 June 2006 (BST)
- Keep - Can't remember how many times I've used Scent Death to search a pack of standing zombies only to find a pile of dead bodies dumped outside a building. --Nob666 14:50, 11 June 2006 (BST)
Improved Crush
Timestamp: | 20:30, 9 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Prerequisite Skill: Tangling Grasp
Exp Cost: 100 How it works: Improved Crush would be a new attack option available to zombies. It is only usable after a zombie has successfully grabbed hold of a target via Tangling Grasp. Once a grapple has been achieved, the attack drop down menu will now feature the option to Crush. When the zombie loses it’s hold on a target, the option to Crush will disappear from the drop down menu until a hold is achieved again. What it does: Improved Crush has a base of 25% to hit, but since it will always be benefited by Tangling Grasp the true percent to hit is actually 35%. Improved Crush will inflict 6 points of damage on a successful attack. Flak Jackets will reduce the damage by 1, so an opponent Kwearing a flak jacket will suffer 5 points of damage. Improved Crush will not cause Digestion/Infection to take effect.
For a zombie with 4 skills: VM + DG + RF + TG 60% x 3 dmg = 1.8 Average Damage per AP. For a zombie with 3 skills: VM + NL + TG 40% x 4 dmg = 1.6 Average Damage per AP. For a zombie with: VM + DG + TG + Improved Crush 35% x 6 dmg = 2.1 Average Damage per AP. 35% x 5 dmg = 1.75 Average Damage per AP vs. flak jacket opponent. Improved Crush becomes a zombie's most damaging attack against a non-flak jacketed opponent, but is very comparable to upgraded claws against a target wearing a flak jacket. Thanks to everyone's advice with the numbers, hope this version is what people are looking for. |
Votes
- Author Keep - Hope third try is the charm. --DirskoSM 20:30, 9 June 2006 (BST)
- Kill Zombies don't need attack upgrades. This seems like it'd be a pretty minor upgrade anyway. --Jon Pyre 19:41, 9 June 2006 (BST)
- Re I agree that zombies don't need any existing attack upgrades but this would be a new attack option that would not only add some versatility but keep zombie players from getting bored with bite/claw over and over again. --DirskoSM 21:49, 9 June 2006 (BST)
- Keep - Close enough. Against a flak, it's right in between bite and claw, which makes it an interesting third option. Especially like that it requires one to get a grasp first -- as a voter pointed out in the last version, it would lead to a little less button-mashing. --Ember MBR 19:46, 9 June 2006 (BST)
- Keep - This is exactly what I wanted. Thanks! I hope my suggestions don't get it shot down. Gives a new, different attack, and makes the flak mean something versus zombies. Needs a cool zombie name though, but I'm out of ideas there. Crushing attack? Admittedly it is now nerfd, maybe the to-hit should be 40% to make it significant over the standard claws?--Burgan 20:17, 9 June 2006 (BST)
- Kill - Love it, but the text for using claws against a TG opponent is already "you crush them for X damage" Tokakeke C4NT 20:19, 9 June 2006 (BST)
- Re Why the kill if you love it? If the name is your only issue, could always consider it Tear Throat instead. The name/text was less important to me than getting the damage/hit percent just right. --DirskoSM 21:51, 9 June 2006 (BST)
- Re You specifically mentioned "Crush" in what would show up in-game. That would be confusing to people. Tokakeke C4NT 18:31, 10 June 2006 (BST)
- Keep - Good work, definatly one for keeps in my book. --Zementh 20:41, 9 June 2006 (BST)
- Keep - Nice work. I like the way this one looks now. –Bob Hammero T•W!•P! 20:50, 9 June 2006 (BST)
- Keep - I could go with it. --Niilomaan 21:01, 9 June 2006 (BST)
- Kill - why would flack jackets impede this attack? --Cah51o 21:07, 9 June 2006 (BST)
- Keep - But change the base hit rate to 30% (40% total with Tangling Grasp), its a bit nerfed if not. --Matthew Fahrenheit 21:50, 9 June 2006 (BST)
- Keep - I think. Sonny Corleone WTF 22:46, 9 June 2006 (BST)
- Keep - Why do flak jackets protect from being shot in the head? - David Malfisto 23:20, 9 June 2006 (BST)
- Keep - Looks solid. Congrats on sticking with it through the various revisions. --Jimbo Bob ASS•U! 23:24, 9 June 2006 (BST)
- Keep -I think we had this version from the start, based on the votes from "Tear Throat." (just took time to get finalized). And, to Cah51o, the point is balance (ALL damage over 4 is affected by flak jackets). As David Malfisto pointed out, even headshots are affected (and THAT makes even less sense than this idea).--Pesatyel 00:20, 10 June 2006 (BST)
- Keep - Jon, attacking is what zombies do. Besides, it's still hard to kill people, and zombies should be able to kill faster. --Pinpoint 03:58, 10 June 2006 (BST)
- Keep - Keep, but I think 2.1/1.75 isn't right, sinice you will often loose your grip and need to grab survivor again. --EnForcer32 07:23, 10 June 2006 (BST)
- Re - True. The suggestions to slightly up the hit percent to 30 (40% with TG) would be 2.4/2.0 average damage per AP respectively. --DirskoSM 15:39, 10 June 2006 (BST)
- Keep / Change - The Damage per AP against Flak'ed opponents comes up to 1.6515, which is lower than tangling the person and just clawing him (1.7142 HP/AP). Against a naked opponent, it comes up to a staggering 1.8636! Now, I can see this skill being used to ZK a lot, because you get 3 XP per hit safely without bothering to bash barricades as zombies are supposed to. (You only get 1 XP / claw hit & 2 XP / bite). This is the aspect that I want changes in. --wcil 12:09, 14 June 2006 (BST)
- Keep - I like it, now that it's good against non-flak-jacketed opponents. --Ashnazg 0730, 17 June 2006 (GMT)
Zombie Fix with IP hits!
Timestamp: | 20:58, 9 June 2006 (BST) |
Type: | Balance change |
Scope: | Everyone! |
Description: | Most people play three characters, to make full use of their IP hits, and they play all or mostly survivors because survivors are more entertaining. If they were given more IP hits, they'd play more survivors, so here's the plan:
There will still be 150 hits for all the earlier alts, regardless of whether those alts are survivors or zombies. Someone who already has three survivors will be encouraged to make two zombies, someone who already has two survivors and one zombie will be encouraged to make one survivor and one zombie or two zombies. The same holds true for the zombie players, so this would cancel itself out if there were an even split between zombies and survivors. Because there is not, there will be a net gain on the zombie side. One might object to this by saying that more players will kill the server. It won't; the game has lost players and the server worked just fine before. |
Votes
- Author Keep - Just setting the mood. --Ron Burgundy 20:58, 9 June 2006 (BST)
- Keep - I like this, only worry is that if all the players with only zombie chars make extra survivor chars we will be back at square one, or will it be balanced, well am willing to vote keep. Whitehouse 21:08, 9 June 2006 (BST)
- Spam - don't change IP hits limit --Cah51o 21:08, 9 June 2006 (BST)
- RE - Why not? --Ron Burgundy 21:12, 9 June 2006 (BST)
- Kill Eh...if those people wanted to play a zombie they would. It's not like they're going to suddenly start playing because now they have extra IP hits. (edit: Plus Ember makes a good point below.) --Jon Pyre 21:17, 9 June 2006 (BST)
- RE People have the option to play zombies now but don't because survivors are more fun. This suggestion gives survivor players a chance to add one or two zombie characters, not a chance to play five survivors. You're right, they wouldn't suddenly start playing zombies if given more hits, but these are hits that work when playing for the other side, only. --Ron Burgundy 21:27, 9 June 2006 (BST)
- Kill - I actually do think giving players extra IP hits for zombie characters could lead to more zombies. However, I don't think this suggestion is workable for this reason: characters spend time on both sides of the divide. A survivor-by-intent may wander around as a zombie looking for a revive; a zombie-by-intent may wander around looking for a building to jump out of. If I play my 3 survivors a full 50 AP/IP hits each, I might find myself stuck when I log in as my zombie and realize he's been revived. Plus allowing anyone 5 total characters just seems like an open invitation to zerg. --Ember MBR 21:20, 9 June 2006 (BST)
- RE Yup, that's a problem! Maybe changing it to 260 hits would fix it a bit. We've got 160 right now, but it looks like I can't count. --Ron Burgundy 21:30, 9 June 2006 (BST)
- Kill - Sorry Run, but Ember makes a good point. Tokakeke C4NT 21:35, 9 June 2006 (BST)
- Kill - I like the incentive to play more zeds, but Ember already made the point I'd use and I think this needs a kill. --Burgan 21:48, 9 June 2006 (BST)
- Kill As everyone above me --Teksura 22:15, 9 June 2006 (BST)
- Kill - As much as I would love to have a higher IP limit, I think it's perfect at the moment. --Zementh 22:18, 9 June 2006 (BST)
- Kill - Messing with IP limit = less donating = bad for Krevan = bad for UD. - David Malfisto 23:23, 9 June 2006 (BST)
- Kill - the zombie shortage is definitely a problem, but I don't think this is the solution. And I can't believe that y'all who have been playing this game for months can't cough up a few bucks and get unlimited IP hits for at least one of your characters.--Bulgakov 16:16, 10 June 2006 (BST)
- Kill - I think the IP hit limit is fine as it is. –Bob Hammero T•W!•P! 01:36, 15 June 2006 (BST)
- Kill - More IP hits won't encourage people to play zombies. And this could encourage zerging to some extent. --Ashnazg 0748, 17 June 2006 (GMT)
Flailing Limbs
Timestamp: | 14:03, June 9, 2006 (BST) |
Type: | Skill Addition, Under Memories of Life |
Scope: | Zombies |
Description: | I went though all the suggestions and couldnt find this. I cant believe its not yet suggested so if infact its a dupe Im sorry. Basically this skill would make it so that a zombie is capable of using those useles pipes, crowbars, bats, and fireaxes however not to the same extent that a survivor uses them. Knives would be useless to a zombie. Basically they could just use a weapon and have it do 1 more damage than their strongest hand attack reguardless of the weapon but drop the percentage of the hit by 2.5% or 5% (a fireaxe has to be held/swung correctly to do max damage so we will just lump all the weapons together for the same damage). For instance a zombie with Vigour, Deathgrip, and Rend flesh, attacking with one of the above mentioned weapons would have a 47.5% or 45% chance of hitting with 4 damage. This would allow advanced zombies to do almost as much damage as a survivor with full pistol skills with slightly less percentage of hitting. |
Votes
- Kill Zombies don't need attack upgrades. Also if zombies start using bats and pipes semi-exlusively it'll move the game out of genre. They won't be undead zombies, they'll be more like a gang of street punks. --Jon Pyre 21:26, 9 June 2006 (BST)
- Kill - Sorry, zombies don't do as much damage because they don't have to search for ammo. We should leave items in the domain of the survivor and think of new things for the zeds. Plus, zombies are mob minded murder bots, just trying to eat everything around; they shouldn't have the mental capacity to wield a fireaxe properly.--Burgan 21:52, 9 June 2006 (BST)
- Kill - Too true. Although I would love to see another attack option for zombies. --Teksura 22:17, 9 June 2006 (BST)
- Kill - As Teksura said, a new attack option for zombies would be nice, but I think zombies flailing about with baseball bats isn't one for the game. --Zementh 22:20, 9 June 2006 (BST)
- Kill - Zombies with weapons are just odd. --Ember MBR 22:27, 9 June 2006 (BST)
- Kill - Doesn't fit in with style of game. --Otware 23:00, 9 June 2006 (BST)
- Kill - I believe the way to fix useless weapons is to make them useful to zombies... but they shouldn't be more useful than the normal maxed out Zed attacks. David Malfisto 23:25, 9 June 2006 (BST)
- Kill - For reasons which should, by this point, be obvious. --Jimbo Bob ASS•U! 23:27, 9 June 2006 (BST)
- Kill - I thinks that the damage should be higher, but the hit percentages shall not change, it is too unzombie, unnature. 343 02:22, 10 June 2006 (BST)
- Kill - Run! Breadstick-wielding zombies! --A Bothan Spy Mod WTF U! 04:04, 10 June 2006 (BST)
- Kill - Zombies using weapons makes as much sense as survivors dealing infectious bites. –Bob Hammero T•W!•P! 01:38, 15 June 2006 (BST)
- Kill - Zombies aren't supposed to have hit rates close to survivors with guns. You see, guns need ammo. And zombies aren't supposed to be clever enough to use weapons. Ashnazg 0752, 17 June 2006 (GMT)