Suggestions/9th-Mar-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.
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Building Profiles: Network Operation (revised)

Timestamp: 03:00, 9 March 2006 (GMT)
Type: Improvement
Scope: Survivors
Description: Players have profiles to tell others about their own backstory. It would be interesting if players could create backstories for buildings as well. I propose that in certain buildings that would logically have pre-existing computer networks (Police Stations, Fire Stations, Hospitals, Necrotech Buildings, and Armories) it be possible for players to create and modify a profile for the building by changing the data saved on the building's computers. Here's how it would work:

Players with the science skill Network Operation would be able to bring the network back online when there is a running generator by pressing a "Restore Network" button for 1AP. This would modify the building's description to include the line "The building's computer network is restored (timestamp)". The link would cost 1AP to press and lead to the building's profile which would be about a quarter-page of text written by players (I'll explain how in a bit) along with some building statistics such as how many people on average have lived in the building over the past week, how many people have died in the building in the past week, the five largest survivor groups/factions in the building and their percentage of the building population, and perhaps some other worthwhile pieces of data as well. At the bottom of this page most players would simply have a "Back to city" button, those with Network Operation would also have an "Edit Data" button which would let them modify the building's player written profile for 1AP. The timestamp would indicate the last time the profile was modified. This would leave their name at the bottom of the profile, you'd be able to see who wrote the current building profile.

If power is lost due to running out of fuel the computer network would be down and the building profile page could no longer be accessed or edited. When the generator is refueled the link will come back without the network having to be restored though. You only must "Restore Network" after a generator is destroyed, restoring it would involve plugging everything back in.

What would be in the building profile? Anything the players want. A group could change it to boast about how the building was used as a base in a battle they just won, someone could put up a list of buildings rules that everyone could vote on, the possibilities are endless. It would be hard to get away with writing spam as the writer's identity would be known, and it would be very easy for someone else to change it back. It's best not to think of the building profile as an eternal thing but as a changing thing players could modify as they see fit. If you are concerned this would make spraypainting obsolete it would not. While you could write a larger message it would cost AP for others to check it. Spraypainting is better because it delivers a free message that doesn't require any action on the part of the reader, this is just if you want to record the history of the place and leave it around for those who want to learn more about the building they are in.

Votes

  1. Keep - Keep it. HARD! this is so much better than the wiki idea, and this way, I can totally mess with certain tightly wound groups by repeatedly changing their network stuff and not get banned! also it could be used for non grief related activity I guess....This is such a good idea. I want it to be implemented right now. It would be so great. I love it. -Banana Bear4 03:18, 9 March 2006 (GMT)
  2. Keep - What? No Solitare? --ALIENwolve 03:25, 9 March 2006 (GMT)
  3. Keep - Great idea, hurts no-one, and lets the high-level players have something fun to spend some XP on. I would prefer if just clicking on the link to view the data cost no AP, as this would encourage everyone to read the data, but it's a good idea either way. --Norcross 03:42, 9 March 2006 (GMT)
  4. Keep - That's the ticket, well done! This would be nice, as it would add a bit of character-emersion and somewhat-amplified roleplaying aspects to the game. Not too bad an idea. Destin Farloda 04:20, 9 March 2006 (GMT)
  5. Keep Author vote. Actually I realized after making the suggestion probably the best information for the building profile to have would be the same statistics the entire game has but just for the building. I mean breakdown of the building's population by class and level just like the UD stats page has for the whole city. --Jon Pyre 05:41, 9 March 2006 (GMT)
  6. Kill Keep does the information you put in get deleted when the power is lost? May change vote if clarified.--Deathnut RAF 07:55, 9 March 2006 (GMT)
    • re No, the information is kept. You just cannot access it without power. --Jon Pyre 06:44, 9 March 2006 (GMT)
  7. Keep THis is just as good as the last suggestion. the only difference is you didnt use the word wiki. that confused alot of the kill voters who seemed to think you were puting 2 wiki buttons. Smart move. I love this because players of different groups would claim each building. --Kirk Howell 13:24, 9 March 2006 (GMT)
  8. Keep Generators will be useful in many buildings. That's good --EnForcer32 13:51, 9 March 2006 (GMT)
  9. Keep - Sounds fun. As long as it doesn't connect to the UD wiki, which was my problem with the previous version. --Dickie Fux 14:00, 9 March 2006 (GMT)
  10. Kill - A new way to spread "Streets is watchin", not to mention requiring the capture and retention of historical data for every one of these buildings? Bleh, no. Bentley Foss 16:26, 9 March 2006 (GMT)
  11. Kill - (Someone deleted my vote so I'm saying it again) Zombies can't use this feature to their own suburbs so this encourages them to create spies, and that's all we need is more spies in the game. -Kraxxis 17:25, 9 Mar 2006 (GMT)
  12. Keep - While some abuse is inevitable, being able to get building-specific stats is awesome. --John Ember 17:50, 9 March 2006 (GMT)
  13. Keep - Perfect! If there was a "Computer downtime %" stamp at the end of the building's desription, that would be an indicator since the computer was established how much % of the time the building is "lost" to zombies. Ex. building's computer is up 67% of the time "Computer downtime 33%". But it's perfect right now as far as I'm concerned! --MrAushvitz 11:10, 9 March 2006 (GMT)
  14. Keep - You've read my mind. These past few days I was trying to get survivors in Dulston and Pescodside to provide me with information on various buildings so I can create more than just "cookie cutter" descriptions for those buildings on the Wiki. I prefer to have solid facts, whatever they case may be, as to what a building is being used for or has been used for. If this actually gets added I can visit the buildings and make updates based on this information. Obviously in some cases there won't be anything there for a while, but at least it gives people a chance to record a location's history. --Mobius187 1:26 PM, Mar 9 2006 (EST)
  15. Keep - But it's the 21st century (digital boy), every building has a computer network in it now. --Blahblahblah 19:47, 9 March 2006 (GMT)
  16. Keep - (WTF? My vote has been deleted TWICE from this suggestion!) I will keep if it's explained how multi-square buildings are handled. Timid Dan 19:57, 9 March 2006 (GMT)
    • Re There are no multi-square buildings that would be included. Only Police Stations, Fire Stations, Hospitals, Armouries, and Necrotech Buildings have a network that can be used this way. --Jon Pyre 20:21, 9 March 2006 (GMT)
      • Re - Nevermind. I smoke crack. I was thinking that armories were 3x3's, but that's the fort. Changed to Keep Timid Dan 20:28, 9 March 2006 (GMT)
    • Final Tally - 14 Keep, 2 Kill, 0 Spam - 21:13, 26 May 2006 (BST)

Street Cars

Author-retracted, will re-release with extended Q&A to address issues some people had with the suggestion. Please vote again. -Oppenharpo 13:05, 10 March 2006 (GMT)


DNA Analysis

Timestamp: 12:10, 9 March 2006 (GMT)
Type: Skill
Scope: Survivors, Science skill tree
Description: Currently, DNA extraction is not very useful except as a form of XP gain. The information gained from a successful DNA scan is not particularly helpful. It would be useful to be able to view a zombies profile upon a successful scan in order to be able to make an informed decision as to whether a zombie should or should not be revived.


I would therefore like to suggest the addition of a new skill providing impoved DNA extraction.


The skill "DNA Analysis" would be part of the Science skill tree, with a prerequisite of having Necrotech Employment.


The skill would allow survivors to use a DNA extractor in a similar manner to the existing with the following changes:


1) DNA extracts could be taken from a zombie multiple times in one day.

2) The provided information would include the ability to view the zombies profile page by clicking on the zombie's name.

3) No experience would be gained from DNA scanning a zombie with this skill (to compensate against the improved information and ability to scan multiple times).

Votes

  1. Keep - Yes, my main character is a scientist and I am constantly annoyed that my DNA extraction does not tell me anything about the zombie. However, suggest name change to "DNA Analysis", as this better explains why you're learning the zombie's abilities. -Oppenharpo 12:47, 9 March 2006 (GMT)
    • Re I agree, "DNA Analysis" is a better name. Have updated the suggestion accordingly. --Arthur Silly 14:23, 9 March 2006 (GMT)
  2. Kill If you will change it that survivors will gain xp for sucsessful scanning, but won't get if zombie was already scanned today (but still get information), I'll vote keep. I just don't want another xp-source be destroyed --EnForcer32 13:59, 9 March 2006 (GMT)
    • ReIt wouldn't be destroyed - this is a separate skill. If you would prefer the XP instead of the extended information just use the existing DNA scan function. --Arthur Silly 14:23, 9 March 2006 (GMT)
      • Re No EnForcer32 is right, you're nerfing the NecroTech Employment skill by removing the XP benefit it grants Scientist characters. You might as well say "Level 10 Required" or somesuch, because no low-level Scientist is going to throw away the XP given to them from the DNA Scanner as its the best way for them to level up early on. It's almost like Brain Rot in the sense that "once selected you can't take it back", the Scientist permanently loses the ability to get XP from a DNA Scanner, but even Kevan decided to allow zombie players to reverse this effect. I agree players shouldn't get any additional XP for scanning the same zombie, that would just be XP farming, but I'm against nerfing other skills. -- Mobius187 3:02 PM, Mar 9 2006 (EST)
  3. Kill - There was another suggestion a couple of weeks back that was almost identical to this, and was voted down for one main reason; it destroys the anonymity of the zombie hordes. If a zombie wants to give up their anonymity by proactive means (speaking or attacking), fine. But by this process thay've got no choice. - --WibbleBRAINS 16:17, 9 March 2006 (GMT)
  4. Kill - see above --CPQD 16:52, 9 March 2006 (GMT)
  5. Kill - (All the spamming going on has made me grumpy. Editing for civility. Vote justification below.) --John Ember 17:58, 9 March 2006 (GMT)
    • RE - What? Do you even know what Brain Rot was created for? It was to protect zombie players from being griefed by combat revives. Not to grief players trying to revive a zombie standing at, say, a designated revive point. None of the skills provided to survivors or zombies are meant to grief players, that's exactly why Headshot was toned down from its old "serious griefer" status. -- Mobius187 3:26 PM, Mar 9 2006 (EST)
    • Re - As revive points are a player invention, so are revive point disruption strategies. Neither side should expect any help in this tug-o-war. If you use a syringe on a pack of zeds, you run the risk that you may waste it; just like firing at a zed runs the risk of wasting a bullet. --John Ember 20:37, 9 March 2006 (GMT)
  6. Keep - More science skills that actually apply, excellent. For one thing your DNA sample should give you a lot of information about the zombie (like what sex they were, hair color, etc) so what the hell? Could help when you're trying to track down your "fearless leader" who just got gakked recently... --MrAushvitz 11:18, 9 March 2006 (GMT)
  7. Spam - Completely and utterly destroys zombie anonymity, which is a big part of the game. The reason you can see the profiles of those who attack or speak can be explained realistically as judging a specific zombies capabilities by his actions after he makes himself the object of your attention. Also allows the harvesting of local brainrotter profiles severely hampering our only counter to the revive point tactic, which is also very, very bad for game balance, and ensures that ideas of this kind always will be. --Grim s 19:51, 9 March 2006 (GMT)
  8. Kill - For the reason I stated above. I would suggest that it allow players to get the initial XP as per "NecroTech Employment", but no more. Also instead of showing the zombie player's profile have the skill allow players to 100% determine if the zombie has Brain Rot, and maybe how many times the zombie has died. Those 2 factors should be more than enough to determine whether a zombie should be revived without revealing group allegiances. -- Mobius187 3:12 PM, Mar 9 2006 (EST)
  9. Kill As Grim said, anonymity is important to zombies. If you're having trouble leveling by scanning, move to a suburb with active zombies, you'll find lots of scannable zombies. Velkrin 21:39, 9 March 2006 (GMT)
  10. Kill -- Didn't scanning used to work like this, then Kevan changed it? I have to assume there was a bloody good reason for that, yeah? Anyway, scanning now ties in with NecroTech access as far as I know. furtim 22:07, 9 March 2006 (GMT)
  11. Kill Even as an evil random revive pusher sticking my syringes into unsuspecting zombies, I think this is just wrong. So you don't know who you're reviving, or even if they are rotters. Enjoy the uncertainty! Embrace the pointlessness of it all! --Fred Dullard 22:26, 9 March 2006 (GMT)
  12. Kill - No. DNA extraction is fine the way it is. MaulMachine 22:48, 9 March 2006 (GMT)
  13. Kill - Zombie anonymity is too important.--Mookiemookie 20:03, 14 March 2006 (GMT)
    • Final Tally - 2 Keep, 10 Kill, 1 Spam - 21:13, 26 May 2006 (BST)

Day&Night

Duped.

A less thought out version of Day Cycle --Vista W! 00:31, 19 March 2006 (GMT)


Barricades & Door Text Change

Timestamp: 17:00, 9 Mar 2006 (GMT)
Type: Text Improvement
Scope: Zombies
Description: When a building has been barricaded, the text shown to a zombie when attempting to enter says "The building has been barricaded from the inside". When barricades are smashed down, the door is still secured. How on earth did zombies break down barricades inside a building with the door still being closed? I'm pretty sure zombies don't have 10 feet long arms.

Before: The building has been barricaded from the inside.

After (my suggestion): The door to the building has been barricaded.

That's about it. It's not a bug since it doesn't effect gameplay. -Kraxxis

Votes

  1. Keep - Not a problem, seems logical captain.. --MrAushvitz 11:25, 9 March 2006 (GMT)
  2. Keep - Makes sense I guess --McArrowni 19:33, 9 March 2006 (GMT)
  3. Kill - Nothing in the before says that barricades were inside the building, just that the barricaders were inside the building. Timid Dan 20:04, 9 March 2006 (GMT)
    • Re - I don't understand what you said. Being barricaded from the inside means barricades are inside and behind the door, its quite obvious. I also don't see what that has to do with my suggestion. -Kraxxis 21:24, 9 Mar 2006 (GMT)
  4. Kill - Sorry, you'd have to change more than that line of text. Barricading is only available when inside the building, and the messages displayed when 'cading reflect this - "You push a chair up against the door" and such. You're right that it doesn't make perfect sense, but then realism doesn't always guarantee fun either. --John Ember 20:53, 9 March 2006 (GMT)
    • Re - It's got nothing to do with barricaders. Again, if a building was barricaded from the inside then that means the barricades are beyond the door(s)/entrance. I'd rather have a simple text change to solve it than to have it so zombies have to open the door and then smash barricades. Survivors do not see this text, only zombies who try to enter. -Kraxxis 21:27, 9 Mar 2006 (GMT)
    • Re - I'm saying this change would actually make the game messages less consistent, not more. --John Ember 21:57, 9 March 2006 (GMT)
  5. Kill I don't see the point. I think it would make sense that a zombie would have the option (with MoL, of course) to open the door BEFORE tearing the barricade, but then this wasn't what was suggested.-Pesatyel 22:32, 9 March 2006 (GMT)
  6. Kill - Logicaly your suggestion may make sense. If the barricades are inside, (i.e. chairs and desks against the door), then you would have to smash down the doors to get to the barricades. But with the current MoL skill required to open doors, then only the MoL zombies could get at the barricades and the noob zombies are screwed. The current game setup may not be logical but it works. I use suspension of disbelief.--Jim Stevens 06:02, 10 March 2006 (GMT)
    • Final Tally - 2 Keep, 4 Kill, 0 Spam - 21:13, 26 May 2006 (BST)

Shoot From The Hip

Timestamp: 11:30, 9 Mar 2006 (GMT)
Type: Zombie Hunter Skill
Scope: Additional shotgun combat option
Description: Ever seen in a movie someone shooting their shotgun "from the hip", Blam! Blam! Thank you ma'm. That is the basis of this Zombie Hunter skill.

Shoot From The Hip

Level Requirement: Level 13 or higher

To choose this attack, you go to "attack" then "a zombie" then choose "Shoot From he Hip".

You MUST have a shotgun with 2 readied shells in it to use this option otherwise it's not listed as an attack.

For 4 AP your character makes 2 shotgun attacks in 1 action against "a zombie" (this attack is only allowed on zombies currently. Both attacks are made at the regular shotgun attack values, no bonus or penalties.

Why would you waste 2 extra AP to do this?

Because the 2 shotgun blasts are made against 2 different zombies! (Ahhhhh..) currently this is the ONLY attack that allows you to "see" what the life total of the next zombie in a stack is if you hit). So blast #1 is made against the 1st zombie in the stack, and blast #2 is made against the second.

The only way to make this attack 2 or more times in a row is to have that many fully loaded shotguns at the ready, otherwise you'll have to reload them before you can do it again. (Someone else may kill zomie #2 by then if it takes enough time).

This is a good idea for a zombie hunter skill because it's a bit of a "lunatic" skill, and you gotta be a bit crazy hunting down zombies.

What the zombie(s) see: "Blam! Blam! A zombie hunter is shooting from the hip!" followed by the combat results...

Votes

  1. Keep - New zombie hunter skill, good for shotguns, you know I have other 'gun shtick' ideas.. come on baby, you know you waaaant it. --MrAushvitz 11:35, 9 March 2006 (GMT)
  2. Kill - NO! The last thing we need are shotgun attacks that hit more than one person, you know... because the 65% chance to do 8/10 damage in one turn simply wasn't enough. That is incredibly lame, despite the double-AP cost. A "lunatic" skill? More like a "lunatic" suggestion. Destin Farloda 19:56, 9 March 2006 (GMT)
  3. Kill - This is pretty stupid, so stupid in fact that i am having trouble finding the words to describe how exactly it is stupid. --Grim s 19:58, 9 March 2006 (GMT)
  4. Kill - If you want to see the HP of the second zombie in a stack, kill the first one. Timid Dan 20:09, 9 March 2006 (GMT)
  5. Spam - Shooting into a crowd has already been peer rejected. --John Ember 21:15, 9 March 2006 (GMT)
  6. Spam - John Ember couldn't have linked it better. -Kraxxis 21:30, 9 Mar 2006 (GMT)
  7. Kill - Multi-target attacks are bad. Velkrin 21:41, 9 March 2006 (GMT)
  8. Spam -- What the Hell is this crap? furtim 22:10, 9 March 2006 (GMT)
  9. Spam - Well this is pretty bad. when I saw shooting from the hip I thought it would come from gunslinger pulling a gun out of the holster and firing right... from the hip, so congratulations on surprising me with how you made your bad suggestion. -Banana Bear4 22:14, 9 March 2006 (GMT)
  10. Spam - "Well, it's not got as much spam in it." --Fred Dullard 22:29, 9 March 2006 (GMT)
  11. Spam - See John Ember's link. --mikm W! 23:31, 9 March 2006 (GMT)
  12. Spam - Hahahahahahaha.... Dickus Maximus 00:51, 10 March 2006 (GMT)
  13. Spam - Is there enough spam yet to vapourise this over-powered suggestion? --WibbleBRAINS 15:02, 10 March 2006 (GMT)
  14. Spam - I hope so --Tetra 21:12, 10 March 2006 (GMT)
  15. Kill - I won't give it a spam, but I will give it a kill. Sorry.--Jim Stevens 05:11, 11 March 2006 (GMT)
  16. Spam - Multiple target ideas are patently bad. And so are most of yours. Please think them out a bit more before subjecting us to them. --Mookiemookie 20:06, 14 March 2006 (GMT)
  17. Spam - one more spam and it's peer rejected a day earlier.--Vista W! 00:34, 19 March 2006 (GMT)
    • Final Tally - 1 Keep, 5 Kill, 11 Spam - 21:12, 26 May 2006 (BST)

Hail Of Bullets

Timestamp: 11:45, 9 Mar 2006 (GMT)
Type: Zombie Hunter Skill
Scope: Additional pistol combat option
Description: Both guns a blazing baby, that's what it's all about!

Hail Of Bullets

Level Requirement: Level 13 or higher

To choose this attack, you go to "attack" then "a zombie" then choose "Hail Of Bullets".

You MUST have at least 2 fully loaded pistols in your inventory to choose this attack, otherwise it is not listed as a combat option. Additionally you may only choose this option if you are at a location that has at least 3 zombies at it, this attack may only be initiated against zombies currently.

For 5 AP your character makes 2 pistol attacks in 1 action against "a zombie" (this attack is only allowed on zombies currently. Both attacks are made at the regular pistol attack values, no bonus or penalties. Both are made against the same zombie.

Why would you waste 3 extra AP to do this?

Because the 1st time you do this at this location the computer now begins to keep a "combat record" of all the pistol attacks you missed with, for the remainder of the combat (or until you move away from this location).

Now, every time your character takes a reload pistol clip action, after you reload your clip the computer will calculate 1 pistol attack at 5% to hit for each miss that you made since the last time it fired the misses, or since you started the combat record" initiated by "Hail Of Bullets". After these attacks are made, "Hail Of Bullets" continues, but your misses are back to 0, until you start shooting again..

How this works is your crazy a$$'d character is firing so many shots at the zombie mob that those bullets ar bound to hit something.. so the computer makes all those misses against the #2 zombie in the stack.. until a bullet hits that one, then against #3, till a bullet hits that one, and so on.. if there are no "extra zombies" to hit other than the #1 zombie, they all miss.

"Hail Of Bullets" continues even if there are 3 or less zombies left, but once you're out of zombies it "turns off" even if a new one just entered the area. (If one enters while it's still on, they can get hit in the stack just like any other zombie assembled there, welcome to the party!)

But either way the computer gives the text: "Hail Of Bullets" followed by the attacks, and hits (if any) down the stack when you reload your clip (reloading a second or subsequent clip doesn't break the "chain" or make any more attacks).

You will break the "chain", stopping "Hail Of Bullets" in it's entirety if you take ANY action other than: firing a pistol at a zombie, or reloading a pistol. So this skill is all about shooting like a madman till you're spent, or alone. (Yes, using a FAK breaks the chain, sorry, you needed both hands to use the FAK).

Of course you gain XP as normal for the "extra" shots, it's totally random at 5% but your bullets aren't being wasted anyways.

This skill is meant to be a "2 guns a blazing" concept, one which many zombie hunters will surely enjoy, and use.

What the zombies see when you initiate it: "There is a hail of bullets from _____ as they unload 2 pistols at the zombies at your location!"

Votes

  1. Keep - The skill speaks for itself, read it carefully, it can't be abused, just used. --MrAushvitz 11:45, 9 March 2006 (GMT)
  2. Kill - This is so complicated and poorly explained im having trouble telling what it does, so i'm voting kill to be safe. --Grim s 20:02, 9 March 2006 (GMT)
  3. Kill - LIke Grim s, I had a lot of trouble figuring out what it did... after I figured it out, I realized something. You, sir, seem to strive for one thing. Day in and day out you suggest you incredibly imbalanaced ideas, all in the name of over-powering humans (which isn't to say that over-powering zombies is any better,) and you excel at it. Tone you God damned suggestions down! We don't need an ability that basically gives the most accurate weapon in the game extra shots for missing. This is totally over-powered and absolutely ridiculous. Stop trying to kill stacks of zombies! Destin Farloda 20:07, 9 March 2006 (GMT)
  4. Spam - Shooting into a crowd has already been peer rejected. --John Ember 20:08, 9 March 2006 (GMT)
    • Re I read it, and this skill is nothing like that one. And you damn well know it, Mr "spam" voter. --MrAushvitz 13:55, 9 March 2006 (GMT)
    • Re - Alright, that does it. I've actually voted Keep on a suggestion or two of yours. Don't look for my support in the future. --John Ember 21:08, 9 March 2006 (GMT)
  5. Kill - What Grim Said. Timid Dan 20:11, 9 March 2006 (GMT)
  6. Spam - The one word I have to describe this mess. --Blahblahblah 20:15, 9 March 2006 (GMT)
    • Re You don't like it vote "Kill", why did you vote "spam"? --MrAushvitz 13:55, 9 March 2006 (GMT)
      • Re - From what I can gather trying to read it, it's another 'shoot in the crowd' suggestion - which isn't exactly why I voted spam ("Yet Another SMG" is an 'attack the stack' suggestion in Peer Review that was good). Spam because it's a mess to read and comprehend. Poor job communicating your point is junk on the page that, in my voting opinion, is clogging up the system and should be gone. --Blahblahblah 20:57, 9 March 2006 (GMT)
  7. Kill - This is another version of random shooting of spraying into a crowd. I almost feel like voting a spam on John Ember's behalf. -Kraxxis 21:38, 9 Mar 2006 (GMT)
  8. Kill - Grim said it first. Clarity and brevity and nice. Velkrin 21:47, 9 March 2006 (GMT)
  9. Kill - I understand the suggestion and I see a bit of potential, but as others said, clarity and brevity would help develop that potential.--Pesatyel 22:25, 9 March 2006 (GMT)
  10. Spam - This is pretty horrible. Instead of making many awful suggestions, make one good one. Or stop making suggestions and start training pidgeons to race. -Banana Bear4 22:29, 9 March 2006 (GMT)
  11. Kill - Clarity and brevity would reveal this to be yet another oh-i-wish-i-was-killing-more mad-skillz suggestion. Now if the extra shots from mad reloading would go into the zombie-hunter's own foot, you could be on to something. --Fred Dullard 22:38, 9 March 2006 (GMT)
  12. Kill - Uncomprehensible. --mikm W! 23:33, 9 March 2006 (GMT)
  13. Spam- Up in the air is it kill? no. is it Keep? of course not! Why its SUPER SPAM able to be retarted and clog up the suggestions page. Able to unbalance the game to no end. Normal mildly retarted MrAushvitz when in sight of the suggestions page turns into Super spam! Seriously GET A LIFE your suggestions suck and not just kinda bad really bad they un balance the game and are totaly broken its like you trying to make gay suggestions-Deadeye207 23:37, 9 March 2006 (GMT)
  14. Kill - Too complicated area-attack suggestions make my eyes glaze over. --WibbleBRAINS 15:05, 10 March 2006 (GMT)
  15. Kill - What's in it for the zombies?--Jim Stevens 05:16, 11 March 2006 (GMT)
  16. Spam- besides it's enourmous threnchcoat value I can't make head or tails of it. You really should work on the clarity of your suggestions--Vista W! 00:39, 19 March 2006 (GMT)
    • Final Tally - 1 Keep, 10 Kill, 5 Spam - 21:11, 26 May 2006 (BST)

Open from Within Mk. 2

Timestamp: 19:07, 9 March 2006 (GMT)
Type: Skill change
Scope: Zombies with Memories of Life
Description: The point of this skill change would be to allow zombies who are already inside the building, to open closed doors when the barricades are down. As it stands zombies can only open the door when they enter an unbarricaded building and it stays open until someone closes it. The problem is that to get the doors open again, a zombie has to leave and then reenter the building. A small change to the Memories of Life skill would give the open to Open the Doors, in place of Close the Doors when the doors have been shut and the barricades have been removed. Opening the doors from the inside of the building would cost 1 AP.

Short Version: Zombies inside a building can open the doors after the barricades are down without having to leave/reenter. Costs 1 AP.

Votes

  1. Keep - Author Vote. Right, here's the revision. My thanks to the voters who pointed out that barricading auto-closes the doors. Velkrin 19:07, 9 March 2006 (GMT)
  2. Keep - Makes a lot more sense than jumping out the window to open a door. MrAushvitz 12:35, 9 March 2006 (GMT)
  3. Keep - It's already pretty much assumed that zombies have a certain level of inteligence, probably enough to do this --McArrowni 19:36, 9 March 2006 (GMT)
  4. Keep - Woo-hoo! Perfect revision to the first version. --Blahblahblah 19:52, 9 March 2006 (GMT)
  5. Keep - Good for us zombies who want to counter the actions of cheeky door closers. --Grim s 20:04, 9 March 2006 (GMT)
  6. Keep - It's so obvious. --John Ember 20:13, 9 March 2006 (GMT)
  7. Keep - Only because I'm sick of answering the door myself when the pizza guy gets here. Timid Dan 20:19, 9 March 2006 (GMT)
  8. Keep - Excellent job with the revision. --Reverend Loki 20:43, 9 March 2006 (GMT)
  9. Keep I think it's a dupe but it's a good idea. --Jon Pyre 20:57, 9 March 2006 (GMT)
  10. Keep - I see nothing bad about this. It's purely logical.-Bermudez 21:23, 9 March 2006 (GMT)
  11. Keep - What, I don't have to open the door by ramming my face on it? Sweet. -Kraxxis 21:40, 9 Mar 2006 (GMT)
  12. Keep - Keep-Banana Bear4 22:37, 9 March 2006 (GMT)
  13. Keep - love it --Hook hand 23:24, 9 March 2006 (GMT)
  14. Keep - Good. --WibbleBRAINS 15:07, 10 March 2006 (GMT)
  15. Keep - It seems so obvious now...--Jim Stevens 05:18, 11 March 2006 (GMT)
  16. Keep - Can't complain about something so small and logical that will improve the players experiance of the game. --Tethran 19:14, 11 March 2006 (GMT)
  17. Keep - A defenite must --23:28, 15 March 2006 (GMT)Certified=Insane
  18. Note - Has been Moved.

Look at the bodies man!

Timestamp: 12:35, 9 Mar 2006 (GMT)
Type: Zombie Skill
Scope: Defensive benefit in body littered areas
Description: Your zombie capitalizes defensively from areas with a lot of bodies, keeping "in close" on the living to screw them up, or taking cover when nessesary.

Look at the bodies man!

Appears just under Scent Trail on the "Scent Fear" skills tree

Requirement: Memories Of Life, and Vigour Mortis, in addition to all skills above it under "Scent Fear" skills tree.

Your zombie is a sneaky bugger, and has this annoying tendancy to take advantage of trying to "corner" and "trip up" characters who face you at locations filled with bodies!

  • Your zombie has a 2% chance to take "cover" from any succesful ranged weapon attack from a living survivor, at any location that has 5 or more bodies on the ground.

What the attacker reads: "Damn, your shot would have hit! But this zombie just used one of the many bodies here as cover.. what the hell?"

  • Your zombie has a 5% chance to cause any character attacking you successfully with a fireaxe to "trip and miss", at any location that has 5 or more bodies on the ground.

What the attacker reads: "You tripped, and missed because of the bodies! This zombie is a bit more clever than the others.."

What your zombie reads with either successful defense: "The bodies gathered here have saved you, yet again from the warm bloods."

For game balance purpouses, characters who favour hand to hand might consider using another hand weapon in areas with a lot of bodies.. making these weapons useful for another purpouse.

Obviously firearms are more effective aginst this skill than a fireaxe, but you have to use more AP to use a firearm (reloading) so it seems fair to give the "faster" bullet a benefit.

Votes

  1. Keep - Not too much, and a benefit for zombies "clinging together" in groups, even ones on the ground. --MrAushvitz 12:15, 9 March 2006 (GMT)
  2. Kill - I don't get how a zombie standing up gets cover from a body on the ground. I also don't get why fire axes are penalized more than guns. Melee is weak enough as it is. The skill gives me a generaly weird feeling, and considering many people just dump bodies outside ASAP, and battle outside is generaly not that useful anyways, I'm not really interested in voting keep--McArrowni 19:57, 9 March 2006 (GMT)
  3. Spam - Zombies don't want to hide, they want to feed. Doesn't matter if they die, they get right back up. No ninja zombies, please. --Blahblahblah 20:08, 9 March 2006 (GMT)
  4. Kill - This makes no sense. Also, Blahblahblah, next time there is an edit conflict, go back and reload the edit page instead of overwriting other peoples edits. You deleted my vote. --Grim s 20:10, 9 March 2006 (GMT)
  5. Kill - Yeah... makes a whole lot of sense to make the axe, which is already far less accurate than guns, have a higher chance to fail hitting. Yes, very balanced. Is there an "Utterly Useless Suggestions" page? I think this should be moved there immediately, if there is. Destin Farloda 20:13, 9 March 2006 (GMT)
  6. Spam - I find the thought of ninja zombies very interesting. But only if they're robot monkey pirates. Timid Dan 20:22, 9 March 2006 (GMT)
  7. Spam - Okay, "ninja zombies" was worth a good laugh. I agree that those huge piles of bodies should be useful for something; but this isn't it. --John Ember 20:29, 9 March 2006 (GMT)
    • Re "Your zombie is a sneaky bugger", I see no "ninja" in my suggestion, but maybe I don't hear voices (like some people), or post "spam" when I should vote "Kill" unless I can back up the "spam" vote.. you guys need to READ the voting page carefully, too many dumba$$es voting spam just to be annoying. --MrAushvitz 13:55, 9 March 2006 (GMT)
      • Re - "Spam" means your suggestion is so broken that even substantial tweaking couldn't fix it, often because it outright contradicts something in the Suggestion Do's and Don'ts. I think I've been pretty tolerant of your logorrhea on this page; you might want to watch how you sling those insults. --John Ember 20:58, 9 March 2006 (GMT)
  8. Spam - No hiding, ever. Velkrin 21:34, 9 March 2006 (GMT)
  9. Spam -- I don't even have words for how stupid this is; thankfully, others have already posted my feelings. furtim 22:18, 9 March 2006 (GMT)
  10. Spam - Your not even trying. I thought you might be, but now I see. You are actually a zombie spy, attempting to kill the suggestion page. Caught you. Also, this is not make snitty replies. Go to a user:talk page, zombie spy. -Banana Bear4 22:42, 9 March 2006 (GMT)
  11. Spam Another autodefense skill, which seems to penalize the already damage per AP inferior melee weapons. Charming. --Zaruthustra-Mod 23:41, 9 March 2006 (GMT)
  12. Kill It takes a lot of thought and polish to get a suggestion through to the peer reviewed. People DO read the suggestion and vote accordingly. If a suggestion is poorly presented or hard to understand, then people will vote kill or spam. Please read the Suggestions Dos and Do Nots page before presenting any more suggestions.--Jim Stevens 05:28, 11 March 2006 (GMT)
  13. Spam - the return of the ninja zombies--Vista W! 00:51, 19 March 2006 (GMT)
    • Final Tally - 1 Keep, 4 Kill, 8 Spam - 21:10, 26 May 2006 (BST)

Obscene Strength

Timestamp: 12:35, 9 Mar 2006 (GMT)
Type: Zombie Skill
Scope: Damage to building's interrior benefits
Description: Your zombie can truly capitalize on survivor strongholds, if you can get in you can do a LOT of damage (offsetting survivor AP "advantages" forcing repairs, and so forth.)

Obscene Strength

Appears just under Tangling Grasp on the "Vigour Mortis" skills tree

Requirement: Level 15+ in addition to completed "Vigour Mortis" skills tree above it.

Your zombie has strength which is disturbing, to say the least, coupled with it's immortality and endurance it is not a pretty sight.

  • Your zombie is NOT one survivors like to see make it into one of their compounds! Your zombie has +10% chance to destroy generators (or any other "delicate" machinery or equipment which can be attacked in the game later..)
  • Your zombie also has a +5% chance to destroy barricades, but only from WITHIN a building (it is easier to get at the boards from this side, and take out much needed building supports.)

This skill may seem excessive, but given the zombie's level requirements, AND you have to make it inside to capitalize on it (with remaining AP), it is quite fair. Zombie teamwork...

Votes

  1. Keep - Zombies need this skill, it is balanced, let the wrecking crew begin! --MrAushvitz 12:35, 9 March 2006 (GMT)
  2. Kill - There are far better suggestions that give better bonuses without the level restriction, so im voting kill, because i hate you. --Grim s 20:07, 9 March 2006 (GMT)
    • I do respect the fact you put "kill" instead of "spam", you obviously read the voting rules regarding what to put for ideas you hate. Well done. Now make me a sandwich! --MrAushvitz 13:35, 9 March 2006 (GMT)
  3. Kill - Another obscenely stupid suggestion. This might be useful if destroy generators was hard to begin with, or if zombies had such difficult times destroying barricades, but they don't. They don't need bonuses in areas that are irrelevant, balanced, and/or not in need of degradation. This is--I can hardly take the stupidity of this suggestion. What what Grim s said will be the first thing related to any of your suggestions to today that I agree with: I hate you. Destin Farloda 20:20, 9 March 2006 (GMT)
    • Re Love is in the air.. Keep in mind once a zombie makes it in they may almost be out of AP, so I'm giving them a better chance to do some damage for the next guy. MrAushvitz 13:35, 9 March 2006 (GMT)
    • Re: - Which is entirely circumstantial, considering that that idea might be slightly useful for a couple of zombies, but it certainly is a pile of BS when that someone would need to "do some damage for the next guy" when a horde of 90 zombies is smashing into the building with him. Zombie groups that have of any chance of success travel in groups of a fair size as things currently are. Zombies are stronger than survivors, almost without a doubt. Thus, why give them the ability to do more damage to the place where survivors hide from them? If we can't rest on the streets, and can't rest in the buildings, where can we rest without having to die and go through an assload of procedures to get revived? Destin Farloda 20:47, 9 March 2006 (GMT)
  4. Kill - Unnecessary and unbalanced. How about taking a few of these suggestions through the discussion page first? Timid Dan 20:37, 9 March 2006 (GMT)
    • Re Take a look at the discussion suggestions page and you'll find no less than 12 ideas submitted by me (and discussed by other players) as well as modification ideas for other people's suggestions. As opposed to cursing and no constructive (or useful) criticism which results in balanced game ideas. I don't care I'm going to keep offering suggestions because from what I gather 10% is "too much" and "5%" is too little. Whatever. --MrAushvitz 13:55, 9 March 2006 (GMT)
      • Re - Insulting the voters is a great strategy. You're sure to get plenty of "keep" votes that way. Timid Dan 21:09, 9 March 2006 (GMT)
    • Re I strive for accuracy. If that is a problem, too bad. If the math involved in some skill suggestions are too complicated for the grade level of the players, I can't make them any smarter. Sorry. --MrAushvitz 14:15, 9 March 2006 (GMT)
  5. Spam - Irrelevant, generators are easy to destroy. --John Ember 21:13, 9 March 2006 (GMT)
  6. Kill - See what Grim said. Also if you people break the numbers while voting, fix your bloody mistakes. Velkrin 21:28, 9 March 2006 (GMT)
  7. Spam - I voted spam. I hate your suggestions, I also hate your name, and I hate your zombie spy face. -Banana Bear4 22:47, 9 March 2006 (GMT)
  8. Kill - Generators are easy enough to destroy, as are barricades when zombies work together. --mikm W! 23:36, 9 March 2006 (GMT)
    • Final Tally - 1 Keep, 5 Kill, 2 Spam - 21:09, 26 May 2006 (BST)

Body Toss

Timestamp: 12:55, 9 Mar 2006 (GMT)
Type: Zombie Skill
Scope: Throw bodies INTO a building!
Description: An ususual if not messy seige method usuable by some zombies to bypass more heavily barricaded buildings.

Body Toss

Appears just under "Feeding Groan" on the "Memories Of Life" skills tree.

Requirement: Level 20+ in addition to completed "Memories Of Life" skills tree above it.

  • Your zombie gets frustrated with barricades and occasionally throws a body at the building's upper windows whenever possible. This may be an act of anger, or a seige tactic, it's hard to say. But it is an interesting way to irritate the survivors inside. Only the oldest and strongest of zombies initiate such an attempt though their groans often get some helping hands to join in. (Occasionally bodies are even used as battering rams against the doors of buildings!)
  • Game Mechanics:

The computer calculates how many zombies at this location (other than to you) have "Memories Of Life".

For 15 AP your zombie may "Throw Body" under the attack menu, then under the barricades is one listed "Throw Body".

  • Base chance of success is 10%, +1% per each other zombie at this location with "memories of life".
  • Buildings which are "easier" to throw bodies into +5% chances:

Church, Cathedral, Cinema, Club, Hotel, Hospital, Junkyard, Library, Museum, School. ANY building which has only a level 1 or 2 barricade remaining get's this bonus in addition to it's building's bonus/deduction..

  • Buildings which are "harder" to throw bodies into -5% chances:

Mall, Power Station, Fort, City Zoo, Armory, Arms, Bank, Factory, Tower, Warehouse. ANY building which is very heavily barricaded gets this deduction, in addition to it's building's bonus/deduction.

  • The easy/harder difficulty modifiers are based on the breakability of windows, window height, roof height, extra doors, easily securable doors, etc.
  • Success! A successful attempt results in that body being moved "inside" the building! No damage is taken to the building's barricades per se, and the body may be thrown out by survivors as normal if they're able to.

What survivors hear: "You hear the crash of glass upstairs as some hapless corspe was forcefully thrown through a window!"

What zombies read: "The body was thrown successfully through a window!"

  • Failure! The body may have hit a wall or not quite broke a window, the zombie's aim may have been a bit off.

What survivors hear: "You hear the meaty 'thud' as some poor lifeless corpse slapped into the side of this building's barricades."

What zombies read: "Oops, that body didn't quite make it in.."

Failed thrown body attempts MAY still damage a building's barricade but at 1/2 the chance of success of a regular claw swipe from your character.

  • Note: Your zombie character may ONLY attempt this action once per day for every 20 levels (rounding down). So levels 20-39, 1 attempt per day; levels 40-59 2 attempts per day, and so on.

This attack is humourous, but it actually is a reasonable option for some buildings which can be "impossible" to enter.. and a method of filling the interior with a few bodies, which may rise in time to assist.

Votes

  1. Keep - Let the high level zombies have their fun. Adds to the suspense... --MrAushvitz 13:25, 9 March 2006 (GMT)
  2. Spam - Completely and utterly useless. Makes no sense at all, and you made this suggestion. --Grim s 20:24, 9 March 2006 (GMT)
  3. Spam - Extremely complicated and game-breaking. --John Ember 20:26, 9 March 2006 (GMT)
  4. Kill - You don't fucking get it, do you? First off, there's no level 40, dipshit. None. Secondly, this is absolutely horrible. This is incredibly, studpity over-powered. And why does Memories of Life factor into this? For some reason, I don't recall ever going downtown with my friends and throwing bodies through windows, but I guess I just don't see some things where I live in Smalltown, USA. Someone needs to ban you from the suggestions area. You are for every suggestion that pops up on the boards, and every idea that pops up in your mind. What next? Self-destructing zombies that can damage up to 10 survivors in a stack? There's a reason why we dump bodies out of buildings. They're like your suggestions; we don't want to see them. Destin Farloda 20:29, 9 March 2006 (GMT)
    • Re It may just be me, but I'm beginning to sense some "slight" hostility here. Please, tell me, about your mother... --MrAushvitz 13:55, 9 March 2006 (GMT)
  5. Spam 1) I don't think zombies can hit 20 unless they invest in human skills. 2) At Cager, with 400 zombies with memories of life in the same square, you're looking at a 410% chance of success. 3) It's more than a little overpowered. Timid Dan 20:40, 9 March 2006 (GMT)
    • Re Then the memories of life bonus could max. out at +10%, only so many zombies can help hold onto and toss the body anyways.. --MrAushvitz 13:55, 9 March 2006 (GMT)
      • Re Oh. Well, I re-read the suggestion based on this thought. Then I realized you weren't attacking the barricades, you were just bypassing them entirely. I changed my vote from "Kill" to "Spam" because bypassing barricades entirely is a broken idea and just silly. Timid Dan 21:28, 9 March 2006 (GMT)
  6. Kill You really should run these on the suggestions page first. The problem I've noticed with many of your suggestions is that while they'd be fun for one individual zombie player when used by thousands of players they would quickly overpower zombies. The smaller and simpler the better. --Jon Pyre 21:03, 9 March 2006 (GMT)
  7. Spam - Holy god, zombies throwing bodies through windows? I liked the ninja zombies better. --Blahblahblah 21:21, 9 March 2006 (GMT)
  8. Spam - We would appreciate it if you actually thought you suggestions out, rather then filling the board with whatever comes to mind. Velkrin 21:26, 9 March 2006 (GMT)
  9. Spam - It is already near-impossible for survivors to hold their own against large zed hordes (see the results of the Mall Tour). --mikm W! 21:30, 9 March 2006 (GMT)
  10. Kill - But oh how I wish this was implemented only for a single day... this gives me an idea.... which can be very dangerous to this page... --McArrowni 21:45, 9 March 2006 (GMT)
  11. Kill - I like it, but - like other voters stated in a more or less polite way - it does need a little revision. I am against actions that take so many AP, simply because it is not in balance with normal actions, like attacking, walking, whatever. So, reduce AP, AND reduce the basic chances to hit. I cannot imagine zombies to be too dexterous. I think it is correct to put it under "Memories of Life", for you need a little intelligence to get the use of throwing bodies around and into buildings. I am not sure, whether zombies know that they will revive, but, hell, who knows what zombies know? I also think that it is not over-powered, even if there is a horde of 400+ zombies: 1. they would need 100+ dead bodies to become a threat (if hit chances are reduced dramatically), and 2. it would be more effective for the horde to bash the barricades instead of throwing meat around. Yes, I like flying meat. Besides that, I like the picture of zombies throwing bodies in and survivors throwing bodies out. So, work this out, and you got my Keep.--Gfuz 22:57, 9 March 2006 (CET)
  12. Spam -- Get this crap out of here, then suggestion ban MrAushvitz (who should at least learn how to spell his LOLARIOUS Nazi reference), for fuck's sake. furtim 22:22, 9 March 2006 (GMT)
  13. Spam - Because the suggestor knows already what's up, I will use this space to tell you a thought I had. Wouldn't it be funny if Kevan came up with this idea, to have a zerg wiki account, and he would suggest this stuff he thought would be awesome, and see what the wiki thought that way, so as to avoid brown nose votes, and the zerg account was mr. Auschvitz? the only reason I am not scared that I said on my last vote that I hated possible Kevan is because Mr. A. can't be Kevan, because Kevan is not a dumb jerk.-Banana Bear4 22:57, 9 March 2006 (GMT)
  14. Kill - The skill sucks, but we so need to find a way to put "What survivors hear: "You hear the meaty 'thud' as some poor lifeless corpse slapped into the side of this building's barricades." into the game :) Moon stone
  15. Spam - Destroys the concept of barricades. And as grim would say, you made the suggestion. --Mookiemookie 20:12, 14 March 2006 (GMT)
    • Final Tally - 1 Keep, 5 Kill, 9 Spam - 21:08, 26 May 2006 (BST)

Curtail Spam Voting

This page is for Suggestion for Urban Dead Game. Please, go to Talk:Suggestions if you have something to say about the suggestion system of Urban Dead Wiki. As this was neither a suggestion nor about the game, I'm removing this. --Brizth W! 21:24, 9 March 2006 (GMT)


Untroubled Sleep

Author-retracted due to excellent feedback. I'll put up v2 shortly and leave it at that. --John Ember 01:01, 10 March 2006 (GMT)