User:W3c/Suggestions

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Getting started on wiki activities rather late, I made a few entries in the Suggestions page. So far, none have received even a single Keep vote - mostly because they weren't well thought-out. After trying perhaps too hard, I have given up on the notion of suggesting new features, and have decided to become a voter instead - until something truly remarkable sprouts in my mind, which is not that likely :P. Eventhough none were accepted, I'd like to list the suggestions that I had made, and the votes that I got, right here. So here they are...

Note:Entries are in the Chronological Order.

Peer Reviewed

None.

Peer Rejected

None.

Undecided

None.

Humorous

None.

Withdrawn

Overlord - Can 'Rally Scourge'

Timestamp: 07:21, 23 June 2006 (BST)
Type: Zombie Skill
Scope: Higher Level Zombies
Description: This is to solve the problem of higher level zombies getting bored. Similar to the 'Zombie Hunter' skill, a new skill can be added to the Zombie Skills tree, which requires atleast level 10 to acquire. The skill costs 100 XP, which will make the zombie a Overlord of the current suburb. If the player moves out of the suburb, a notification will appear, telling him that his 'Powers Fade Away'. Once the player returns to the suburb, the 'Overlord' status reappears.

Other Zombies will be able to identify the new player as 'Overlord', instead of 'Zombie', but only if both players are in the same block.

Overlords have a new skill, Rally Scourge. This skill can only be used once in a day and takes 50 XP to use. When the 24 hour period has passed since the skill was last used, a new button appears in the 'Possible Actions' section, called 'Rally Scourge'. On clicking this button, all active zombies (players who are logged on) in the suburb will get a notification, saying that 'Overlord (player name) commands a scourge on (Overlord's current position).', followed by a button (like that of 'Game News' button) to accept the command.

For Example,

 Overlord JZk4S commands a scourge on Caiger Mall <Join Scourge (button)>

If the Zombie accepts the command, the player will be immediately transported to the Overlord's position, during which the Zombie will spend as much action points as it would normally require. For example, if a Zombie 2W, 3S of the Overord's position accepts the command, it will lose 3 APs.

This skill is suggested to balance the new 'Radio' feature available to Survivors, and will give a chain-of-command feature for the Zombies, thus making co-ordination easier.

To increase the panic of Survivors, a notification should be sent to all Survivors at the Overlord's current position.

Update : Changed 'Pit Lord' to 'Overlord'. --W3c 07:47, 23 June 2006 (BST)

Votes

  1. Keep Author Keep.--W3c 07:21, 23 June 2006 (BST)
  2. Kill Pit Lord? This isn't Warcraft III. What/where exactly are these pits the Pit Lord lords over? --Jon Pyre 07:34, 23 June 2006 (BST)
  3. Spam - You look new. Try to stay at least some weeks on the suggestion's page before staring posting, learn about whats "post-able" and whats utterly ridiculous and then suggest. Reading the "Suggestion Dos and Do Nots" may help. --Matthew Fahrenheit 07:47, 23 June 2006 (BST)
    • NOTE - Moved to talk page due to violation of suggestions rules. --Grim s-Mod U! 07:52, 23 June 2006 (BST)
      • This was my first post, I'm sorry if I pissed anyone off.. Didn't mean to spam. Would it be better if using 'Rally Scourge' only notified the zeds in the suburb? --W3c 08:39, 23 June 2006 (BST)
  4. Spam - Read the Dead in the water suggestions. David Malfisto 10:40, 23 June 2006 (BST)
    • Not Pied-Piper - My Suggestion gives the Zombies the choice whether or not to accept the call - it doesn't force them to move, instead gives them an option. --W3c 15:14, 23 June 2006 (BST)
      • Why bother with the teleport? If it costs the same AP, the instant move doesn't make sense, and if it's just within one suburb the trip should only take seconds anyway. Also, walking many blocks through the city with a purpose is a dramatic act and most people wouldn't want to give that up. I don't really think the other criticisms voiced here are appropriate. I do like the idea of spending XP to assert authority. This would essentially be a deluxe Feeding Groan made more powerful only by voluntary participation, and more valuable based solely upon the perceived seriousness or experience its cost suggests. --einexile 18:04, 23 June 2006 (BST)



New Zombie Skill (Overlord v3.0)

Timestamp: 20:10, 23 June 2006 (BST)
Type: New Zombie Skill
Scope: Higher Level Zombies
Description: Suggestion is to give something for Higher Level Zombies to spend their XP on, after having purchased every skill in their tree. A new Overlord skill will, in effect, balance the massive damage caused by the shotgun, whereas the new Rally Scourge skill should balance the recent 'Radio Broadcast' functionality of the Survivors.

The details are given below:

Overlord

  • Requires atleast Level 10 to purchase; cost is 100XP.
  • Carries a spiked chain, giving a 50% chance of doing 5 damage. This attack, however, is compeletely ineffective against barricades.


Notes on 'Overlord'

  • Other players will be able to identify the player as 'Overlord', instead of 'Zombie'.
  • The Zombie's brains have become quite degenerated, deteriorating its eye-sight. Hence, an Overlord is unable to see low-level Survivors, who tend to hide from the Overlord due to fear from his monstrous looks. Higher Level Survivors, however, are bold enough to stand up to it, which makes them visible to the Overlord.


Rally Scourge

  • Requires Overlord skill, Requires 100XP to purchase.
  • For 10XP, the Overlord can alert Zombies in a five-block radius (or for 25XP, ten blocks).


When an Overlord uses this skill he uses up 3AP and all active zeds within the range (players who are logged on as zeds) will receive an alert, of the form:

Overlord (player name) commands a scourge on (Overlord's current position).

For Example,

 Overlord JZk4S commands a scourge on Dunell Hills Police Department (2W,3S)

Zombies who hear can now choose to either accept the call, or to continue doing whatever they were doing.
Notes on 'Rally Scourge'

  • Since XPs are used, the higer level zombies can put the amassed XP to useful purpose. The loss of XPs can be justified like this: The Overlord rallies the scourge by producing a high frequency shriek, which effectively shatters the brain waves of the user, thus negating the experience the player had gained.
  • This is similar to feeding groan, but much more precise about the origin.

Votes

  1. Keep Author Vote --W3c 20:10, 23 June 2006 (BST)
  2. Spam - how did this vary from the last one? I am opening a can o' spam on this one!--GageRRF 20:13, 23 June 2006 (BST)
    • What?? I changed the 'Spiked Chain' from being a bonus attack to just another weapon, thus reducing the total attack to just 5! Also, I have reduced the XP costs for using it, and also removed the so-called 'Teleporation' - is it still too powerfull??? --W3c 20:19, 23 June 2006 (BST)
  3. Spam - All the same reasons as before. Reposting spaminated suggestions over and over isn't going to win you any friends. --Mookiemookie 20:14, 23 June 2006 (BST)
    • I have cleaned up the presentation, moving all the replies to the votes of my previous post.. Why is everynoe so harsh on me people? What did I do?? Jeez! This has been my only suggestion to this Game, EVER! --W3c 20:22, 23 June 2006 (BST)
  4. Spam - Contrary to popular belief, spamination doesn't indicate that you should resubmit a suggestion with superficially insignificant changes. --A Bothan Spy Mod WTF U! 20:18, 23 June 2006 (BST)
    • Insignificant? I basically reduced the powers by half! How does that come under 'Insignificant' ?? --W3c 20:24, 23 June 2006 (BST)
      • The powers are still there. You just reworded the descriptions of them. It's been said before, but I'll reiterate: This isn't Prince of Persia:Zambah Attack! --A Bothan Spy Mod WTF U! 20:27, 23 June 2006 (BST)
        • Please re-examine the description closely - Previously, the damage was total of 8 or 9, but now the total damage is only 5. The 'Teleport' (actually it wasn't a teleport, as the zombies who move would use as many APs as they normally would) is also gone.. --W3c 20:31, 23 June 2006 (BST)
          • OK, I'll give you that point. It's still too out of genre. This isn't Warcraft, or even Diablo. --A Bothan Spy Mod WTF U! 20:33, 23 June 2006 (BST)
            • But I still don't understand how this compares to 'WarCraft'!! I was looking for a catchy name, and thought of 'Pit Lord' first - yes, it was from WarCraft. But that's old story now. I haven't played Diablo, do don't know how that worked.. --W3c 20:46, 23 June 2006 (BST)
  5. Spam - More classic movie zombies, less warcraft zombies, please. --Blahblahblah 20:21, 23 June 2006 (BST)
  6. SPAM - The only change I see is removal of the teleport? Besides, 50% to hit X 50% extra X 5 damage = +1.25 damage/ap. That is what is the main killer for me. --Burgan 20:24, 23 June 2006 (BST)
    • No! 50% is not 'extra' anymore - it is the *total* damage!! --W3c 20:27, 23 June 2006 (BST)
      • Sorry, but that still gives it an insane MBR of 2.5. --Burgan 20:31, 23 June 2006 (BST)
        • But doesn't a shotgun, with advanced shotgun training, get 1.7 ?? But then SHotguns are also effective on Barricades - this one is not! --W3c 20:38, 23 June 2006 (BST)
  7. Spam - This is more like a Warcraft skill than a UD skill. --Nob666 20:35, 23 June 2006 (BST)
    • WarCraft? Where does WarCraft have a spiked chain? Spiked chain was in 'Prince of Persia', but this is different - this is just a meelee weapon, that the overlord carries. --W3c 20:38, 23 June 2006 (BST)
    • And hey, its not like UD was the first ever game to have Pistols, Shotguns, baseball bats, wirecutters etc? Is it? Then why the hostility against a spiked chain? Its quite easy to make a spiked chain from the Junkyard, for example. --W3c 20:42, 23 June 2006 (BST)
  8. Spam It's a Feeding Groan that instead of meaning anything (that humans are about) it means that some stupid twat decided to waste his XP and get hamstrung by asinine "balance" concepts. Stupid idea, and the flavor sucks as well.
  9. Kill - WAAAAAY out there (Warcraft 3, etc). But hey, cheer up and don't feel threatened by the insults and death threats. It's nothing personal, it's just our way of showing all the other posters how witty and sarcastic we can all be. So just quietly withdraw this suggestion instead of digging yourself deeper by trying to defend it, and we'll all call it even.SmartyMart 20:47, 23 June 2006 (BST)



Push Zombies Out

Timestamp: 14:00, 25 June 2006 (BST)
Type: Game Mechanics
Scope: Survivors Defending a Bulding under attack from Inside
Description: This is just the opposite of Feeding Drag. If a zombie breaks into a building, or 'Stands Up' after being dead inside a building, a survivor can Push the Zombie Out through the windows, if the zombie is weak enough. The maximum HP a zombie can possess when being pushed out can be the same as Feeding Drag - 12 HP.

This can be particularly useful if the zombie had woken up inside a barricaded building, and the survivor is running out of APs.

Votes

  1. Keep - Author Vote --W3c 14:00, 25 June 2006 (BST)
  2. Spam - We do not need to counter the Feeding Drag. It would just annoy more zombie players and make them leave UD or create a human character and abandon their zombie. (and I never saw in zombie movies people pushing zeds through the windows) --Abi79 AB 14:31, 25 June 2006 (BST)
    • How about people kicking zombies, out of utter desparation? --W3c 14:34, 25 June 2006 (BST)
  3. Spam - Not every zombie skill needs a human counter and this is just stupid Deadeye207 14:33, 25 June 2006 (BST)
  4. Spam - No. Homogenising the two races is not on, and there is no need for this hideous zombie nerf. --Grim s-Mod U! 14:35, 25 June 2006 (BST)
  5. Spam - We eat ham and jam and spam a lot. --A Bothan Spy Mod WTF U! 14:36, 25 June 2006 (BST)
  6. Spam - Stupid. Pathetic. Asinine. Moronic. –Xoid 14:37, 25 June 2006 (BST)
  7. Spam - Survivor version of Feeding Drag - me no like. --Nob666 14:38, 25 June 2006 (BST)



Veteran Reviver - can detect rotters

Timestamp: 08:04, 26 June 2006 (BST)
Type: New Scientific Skill
Scope: Scientists
Description: After months of practice, some scientists have become veterans in the field of reviving. They can now detect rotted brains before they inject the medicine (serum?) into the zombie.

They have to spend only 3AP, and the syringe is not used up. Instead, they get the warning like when reviving a rotter in the street without the skill.

This could be added to the NecroTech Employment tree, like shown below:

  • NecroTech Employment
    • Lab Experience
      • NecroNet Access
      • Veteran Reviver

The cost can be the same as those for Necrotech access (according to what the player started as, it can be 75, 100 or 150XP).

Votes

  1. Keep - Author Vote --W3c 08:04, 26 June 2006 (BST)
  2. Kill - If you have NT Employment, you have a DNA extractor, and you can tell if it's a rotter or not. Plus, the 10 AP cost is there for a reason. Agent Heroic 08:08, 26 June 2006 (BST)
  3. Kill -When you combat revive you take a chance of sticking a rotter and wasting a syringe.You should have to always have that risk around.Otherwise Necros become overpowered.--LCpl Mendoza 08:23, 26 June 2006 (BST)
  4. Spam - Completely breaks the rotters in revive points counterstrategy to revive points. --Grim s-Mod U! 08:24, 26 June 2006 (BST)
    • What if the action still used up 10AP, but spared the syringe? --W3c 08:26, 26 June 2006 (BST)
  5. Spam - Do you like green eggs and ham? --A Bothan Spy Mod WTF U! 08:29, 26 June 2006 (BST)
  6. Spam - Stupid. Pathetic. Asinine. Moronic. –Xoid 08:31, 26 June 2006 (BST)
  7. Spam - This miserable abortion is a pathetic waste of bandwidth. May it perish in the fires of Hell itself, while being flayed alive by Murray, the demonic skull of the underworld. - CthulhuFhtagn 08:38, 26 June 2006 (BST)
    • Abortion? Who is having a baby?? --W3c 08:50, 26 June 2006 (BST) I didn't know 'abortion' had such a meaning, my fault. --W3c 09:27, 26 June 2006 (BST)
      • An abortion is what you should've been. –Xoid 08:56, 26 June 2006 (BST)
        • Are you a troll, Xoid? Sure do sound like one.--W3c 08:59, 26 June 2006 (BST)



Veteran Reviver - can detect rotters (Revised)

Timestamp: 08:04, 26 June 2006 (BST)
Type: New Scientific Skill
Scope: Scientists
Description: After months of practice, some scientists have become veterans in the field of reviving. They can now detect rotted brains before they inject the medicine (serum?) into the zombie.

They still have to spend 10AP, but the syringe is not used up. Instead, they get the warning like when reviving a rotter in the street without the skill. Since getting a syringe is hard enough, this might boost the morale of Revivers.

This could be added to the NecroTech Employment tree, like shown below:

  • NecroTech Employment
    • Lab Experience
      • NecroNet Access
      • Veteran Reviver

The cost can be the same as those for Necrotech access (according to what the player started as, it can be 75, 100 or 150XP).

Votes

  1. Keep - Author Vote --W3c 09:11, 26 June 2006 (BST)
  2. Kill - Rot is one of the few ways zombies have of wasting survivor AP. This takes away a good third of the reason to get Brain Rot to begin with. 'Veterans' should be using that Extractor first. --Max Grivas JG|T 10:09, 26 June 2006 (BST)
  3. Spam - Are you retarded? If people are stupid enough to be randomly reviving, it's their own fault when they hit a rotter. --A Bothan Spy Mod WTF U! 10:13, 26 June 2006 (BST)
  4. Spam - Stupid. Pathetic. Asinine. Moronic. –Xoid 11:00, 26 June 2006 (BST)


Spaminated

New Zombie Skill (Overlord v2.0)

Timestamp: 20:25, 23 June 2006 (GMT +5:30)
Type: Zombie Skill
Scope: Higher Level Zombies
Description: This is a revised version of a previous post earlier this day, called Overlord - 'can Rally Scourge'

Suggestion is to give something for Higher Level Zombies to spend their XP on, after having purchased every skill in their tree. A new Overlord skill, which needs atleast Level 10 to purchase. The details are given below:

Overlord

  • Carries a spiked chain which has been fused into the flesh of the forearm of the zombie, giving a 50% chance of doing 5 extra damage when attacking with the claw.
  • Unable to see low-level Survivors, as they tend to hide from the overlord due to fear from his monstrous looks. (This will ensure that Low Level Humans have a fighting chance..)
  • Rally Scourge - Requires Overlord skill, Requires 100XP to purchase, Can be used only once a day.
    • For 20XP, the Overlord can alert zeds in a five-block radius (or for 50XP, ten blocks).

When an Overlord uses this skill, all active zeds within the range (players who are logged on as zeds) will receive an alert, of the form:

'Overlord (player name) commands a scourge on (Overlord's current position).', followed by a button (like that of 'Game News' button) to accept the command.

For Example,

 Overlord JZk4S commands a scourge on Dunell Hills Police Department [Join Scourge (button)]

The Zombie can now choose to either accept the call, or to continue doing whatever it was doing. If the Zombie answers the call, it will be immediately transported to the Overlord's position, during which the Zombie will spend as much action points as it would normally require. For example, if a Zombie 2W, 3S of the Overlord's position accepts the command, it will lose 3 APs.

Notes

  • Since the Zombie is not forced to accept the call, this wouldn't be 'Playing the Piper'.
  • Since XPs are used, the higer level zombies can put the amassed XP to an useful purpose.
  • Other players will be able to identify the player as 'Overlord', instead of 'Zombie'.

Votes

  1. Keep - Author Vote - --W3c 15:51, 23 June 2006 (BST)
  2. Spam I don't need to wait for the suggestion to be finished. A chain fused into the arm of the zombie? This is a zombie apocalypse game. It's not Prince of Persia or Spawn or some anime with a billion super-demons flying around. --Jon Pyre 16:08, 23 June 2006 (BST)
    • Didn't want my edits to the section to overwrite things done on the whole page, that is why I saved a draft first and the edited the section of this submission only. What is wrong with a zombie carrying a spiked chain? He holds it so tight, that it has wounded his forearm, and now the whole thing is a bloody mess, that's all! Yes, the idea was inspired by Prince of Persia, but its not an exact copy! --W3c 16:26, 23 June 2006 (BST)
  3. Spam - Me neither. A centaur to you and yours, sir. A centaur to you and yours. --A Bothan Spy Mod WTF U! 16:12, 23 June 2006 (BST)
  4. Spam - I was going to vote keep just for the originality...but I won't. Sonny Corleone WTF 16:15, 23 June 2006 (BST)
  5. Spam - No ninja hiding skills, no using XP as a substitute for AP, no teleporting and I just don't think it fits the genre --Mookiemookie 16:22, 23 June 2006 (BST)
    • No, No - the zombies are not 'Teleported'; they just walk towards the Overlord's position, spending as many APs as they would have if they did it themselves!! About hiding, couldn't we imagine that the higher level zombieness has affected his sight a bit? --W3c 16:30, 23 June 2006 (BST)
      • Was CNR on the teleporting bit, but my other concerns stand. I don't particularly care for not being able to see all the possible targets. I think that if you have to hide players from your suggested skill, then its probably too powerful. --Mookiemookie 16:41, 23 June 2006 (BST)
        • Higher Level Humans are bolder, and tend to face the Overlord rather than hide. --W3c 16:49, 23 June 2006 (BST)
    • Using XP could be justified like this - The Overlord rallies the scourge by producing a high frequency shreik, which also damages his brain cancelling out the XP he had gained. Ofcourse, 1 AP is still required to use the skill (Missed it in the suggestion, sorry.) --W3c 16:45, 23 June 2006 (BST)
  6. Kill -- Too powerful for one skill, even if only allowed for level 10 zombies. This would be better as an entire skill tree. Almafeta 16:48, 23 June 2006 (BST)
    • The Rally Scourge skill can only be used once a day (Takes 24hours to recharge). If you are talking about the bonus damage, it will only make the claw attack do 8 damage (instead of 3), which is still less than the damage of shotgun. --W3c 16:52, 23 June 2006 (BST)
    • Intended to balance 'Shotgun' & the new 'Radio Broadcast' available for Humans - nothing more --W3c 17:07, 23 June 2006 (BST)
  7. Spam - Overpowered and not a little bizarre. --Ember MBR 17:05, 23 June 2006 (BST)
  8. Spam - I think Feeding Groan is enough. --Nob666 17:22, 23 June 2006 (BST)
    • Feeding Groan doesn't tell the exact position of origin, nor does it offer a way to get there fast. Aah, I suppose I shouldn't bother justifying myself - not a single player seems to like the idea anyway.. --W3c 17:30, 23 June 2006 (BST)
  9. Spam - spammy spam. I hate this idea. Spammity spam spam spam. Overpowered spam--GageRRF 17:45, 23 June 2006 (BST)
  10. SPAM - Insanely overpowered! Insane! Teleportion = bad, bonus 5 * 50% damage = bad, zombies growing spiked chains = very bad. --Burgan 18:10, 23 June 2006 (BST)
    • {Striked because: please read replies to votes #5 and #2 respectively. --W3c 18:22, 23 June 2006 (BST) )
      • Note - Unstruck. Changing people's votes is a no-no. This is dangerously close to vandalism, W3c. I can't guarantee whether someone else will report you or not. I feel like it, but I won't. --A Bothan Spy Mod WTF U! 18:25, 23 June 2006 (BST)
        • Stupid edit conflict. I was about to do the same thing, Cyberbob! –Bob Hammero TW!P! 18:27, 23 June 2006 (BST)
  11. Spam - Teleporting zombies, chains in their arms, massive attack boosts? Read Suggestions Dos and Do Nots and tell me what rule this doesn't fail. –Bob Hammero TW!P! 18:27, 23 June 2006 (BST)



Maggot Sting (Revised)

Timestamp: 06:17, 3 July 2006 (BST)
Type: New Temporary Skill
Scope: High Level Zombies with surplus XP
Description: Higher Level zombies, especially those who have acquired all human as well as zombie skills, will have lot of left over XP. There have been suggestions before about spending them to use skills, but we may have forgotten the intended use of XP - to buy skills..

What if a skill could be bought over and over again, whose effect wears off after a certain amount of time or usage? (Am I trying to re-invent the wheel here? If so, please tell me).

Okay, here is the suggestion. This is only for zombies, but something similar could be thought-out for Survivors as well.

A New Skill, Maggot Sting, will be added as a new section, 'Bonus Skills'. For 50XP 100XP, a zombie can get this skill, which will enable the zombie to carry 10 maggots with it. Each time it attacks, the zombie squishes a maggot onto the survivor, adding an extra +1 damage to the claw attack. This will increase the strike damage of the Zombie to the highest level ever - 4 damage @ 50% (with all skills in 'Vigour Mortis' tree), which will add up to an average damage rate of 2 per AP.

(Note: Maggots' ooze is what causing the damage)

The maggots being delicate, if the zombie attacks any inorganic being (such as generators, barricades etc), the maggots all get squished at once, dealing 1 damage to the zombie for every pair of maggots that were left.

(Note: There would also be an option to drop all the maggots, so that the zombie can attack barricades, for example. )

The fact that it will only last for 10 hits means that (+1 damage)*10 = 10 extra damage than normal, and thus only 10 extra XP is gained when attacking humans; 5XP against zombies. Thus, after having bought the skill for 100XP and completely used up the maggots, the total XP gain is 40XP if the victim was human; 20XP if it was zombie. The net effect is that the zombie will lose 60XP or 80XP (depending on the victim), rather than gaining any(Unless, they score a kill.) But the advantage is obvious.

When a zombie buys this skill, the 'Buy Skills' page will be updated to reflect the number of strikes left. While there are still more strikes left, the option to buy this skill again will be disabled. Instead, it will say,

Maggot Sting - You have (x) maggots left.

This will prevent zombies from accumulating large number of maggots by buying more. When all maggots are completely used up, a message will appear,

You have run out of maggots.

When this does happen, the player forgets how to do this (loses the skill), due to the diminished brain capacity of Zombies. When attacked, the victim will get the alert,

A Zombie stings you for 4 damage.

The damage is only superficial, and does not cause infections of any sort. The maggots will be lost if the zombie is revived or killed.

This can hardly be a choice for low-level zombies, as it drains 40/45 XP over 50XP every time they buy and use the skill. At the same time, higher level zombies can put the extra XP they have to good use.

Replenishing (Optional)

If the zombie is standing amongst dead bodies, there is a 0.5% chance per body each of finding a maggot in it. (So, if there are 25 bodies, there is a 12.5% chance.) But the zombie is able to use the skill for a maximum of 15 times only, after which it forgets how to do this, due to the diminished brain capacity of Zombies.
  • EDIT - the search for maggotts is done automatically, and the player will be notified if it finds a maggot --W3c 08:39, 3 July 2006 (BST)

Votes

  1. Keep - Author Vote. --W3c 07:55, 3 July 2006 (BST)
  2. Kill - I don't like the premise of spending experience to buy items (maggots). Also, next time remember to add your suggestion to the bottom of the suggestion's page, im tired of edits already. --Matthew Fahrenheit Talk 08:07, 3 July 2006 (BST)
    • Re - it is not easy for a zombie to learn to use such a complicated attack! It needs the experience to carry the maggots around..--W3c 08:14, 3 July 2006 (BST)
    • Re - I just used the edit link to revise and post. --W3c 08:14, 3 July 2006 (BST)
  3. SpamTofu - Executive summary: WEPONZ FOR ZMOBIES LAWLZ. Rheingold 08:15, 3 July 2006 (BST).
    • Invalid vote struck. Please remove the strike when a valid vote is provided. --Matthew Fahrenheit Talk 08:23, 3 July 2006 (BST)
      • Cultural imperialist! Rheingold 10:44, 3 July 2006 (BST). Yes, I'm joking.
  4. Spam - Riiiiight Zombies shooting Maggots at me? Seems pretty stupid to me. --John Z. Delorean 08:21, 3 July 2006 (BST) 08:22, 3 July 2006 (BST).
    • Re - Shooting?!! Its combined with the claw attack. They carry the maggots with them, and when mauling, they use a maggot to inflict extra damage.--W3c 08:29, 3 July 2006 (BST)
  5. Spam - centaurs for everyone!--Sig.PNGtalk 09:00, 3 July 2006 (BST) Invalid vote struck out. You must give a valid reason for your vote, remove the strike out when you do so. --Matthew Fahrenheit Talk 09:07, 3 July 2006 (BST) valid vote reinstated Max Grivas JG,T,P! 10:55, 3 July 2006 (BST)
    • Matthew, you are not a moderator and may not strike out votes unless they are unsigned. --Mookiemookie 12:37, 3 July 2006 (BST) Non-author Re. Actually, he can. But in this case, the vote is OK, simply because of the "quality" of the suggestion. --A Bothan Spy Mod WTF U! 12:43, 3 July 2006 (BST)
  6. Spam - The authour might want to move to humorous. Max Grivas JG,T,P! 10:55, 3 July 2006 (BST)
  7. Kill - Buying maggots to a zombie? Right... --Nob666 12:15, 3 July 2006 (BST)
    • There is a difference in the concept of 'buying' in the real world and UD - here we are using 'Experience' as a form of currency, which simply means that you learn a new skill. Don't compare it with buying a book or a car.--W3c 13:02, 3 July 2006 (BST)
      • Re - It's still buying maggots to a zombie. Extra Acidic Malton maggots. This suggestion is just plain bad. --Nob666 15:28, 3 July 2006 (BST)
  8. Spam - I've never used it before...but...WTFCENTAURS!?!?!? --Mookiemookie 12:35, 3 July 2006 (BST)
  9. Spam - How the fuck do maggots' guts cause extra damage? --A Bothan Spy Mod WTF U! 12:43, 3 July 2006 (BST)
    • Re - These are not ordinary maggots - they are Malton's maggots - even their guts are acidic, and will seriously damage the skin tissue.--W3c 13:02, 3 July 2006 (BST)
    • Re - And where exactly have you linked with the 'Spam' ? There is no such image. --W3c 13:08, 3 July 2006 (BST)
      • Re - Malton's maggots are different? No. I fixed the image (thanks for pointing that out) --A Bothan Spy Mod WTF U! 13:14, 3 July 2006 (BST)
  10. Kill Zombie Apocalypse, not maggot apocalypse. Ybbor 14:59, 3 July 2006 (BST)
    • Please give some thought to what is said in the first two paragraphs before voting.. --W3c 15:06, 3 July 2006 (BST)
      • Allow me to put it more elegantly: The suggestion is out of flavor of the game, and violates the suggestion dos and do nots as a "temporary stat boost" Ybbor 16:00, 3 July 2006 (BST)
  11. Kill How unfortunate for Malton to be beset by both zombies and acidic maggots. --Jon Pyre 15:22, 3 July 2006 (BST)
  12. Spam Because Maggots help people by cleaning wounds of gangrenous material and whatnot. – Nubis 15:24, 3 July 2006 (BST)