Suggestions/11th-Feb-2007: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
m ({{Closed Suggestion Intro}})
 
m (Protected "Suggestions/11th-Feb-2007": Suggestions Archives Protection ([edit=sysop] (indefinite) [move=sysop] (indefinite)))
 
(No difference)

Latest revision as of 22:29, 2 May 2011

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.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Fort PilBoxes

Timestamp: Mattiator 00:05, 11 February 2007 (UTC)
Type: Skill, Fort Upgrade, New building type
Scope: Survivors in forts
Description: This is a suggestion that makes forts a far more viable place to sleep. In the corners of each fort area (i.e. one NW, NE, SW, SE from the armory) there would be a "pilbox", a new type of building. Pilboxes could only be barricaded to VS+2, thus allowing the armory to be Extremely heavily barricaded, thus providing more defense. Survivors and zombies would be able to travel freely into the Armory through a pilbox if the Armory is at VS+2 or below Without free running. You would not be able to find any items by searching the pilbox.

Pilboxes would have a chaingun inside that can be fired at zombies outside the pilbox regardless of barricades for 3 damage at 15% chance to hit (not affected by skills). You would have to have basic firearms training to fire the chaingun. How the chaingun would work is you would click a button "Fire Chaingun", which would aim at zombies automatically (if you could choose who you aimed at, it would become a PKing weapon). You would not be able to see if zombies are outside. However, zombies can get in and smash the chaingun in the same way they could a generator. The gun could then only be repaired by someone with the new military skill, Gun Repair, which would allow you to fix the gun for 1 ap. The chaingun cannot fire at people inside the pilbox, and you cannot get ex from firing the chaingun. the gun would not be able to produce headshots. The chaingun would add a little more excitement to fort defending and provide some strategic decisions, such as whether to storm the armory or knock out the pilboxes to provide no easier way out for survivors.

Overall i think this makes life way easier for people in forts, while making it a wee bit trickier for zombies to get inside a millitary fort.

Keep Votes
For Votes here
Kill Votes

  1. Kill- It seems almost as if you don't know there was already a fort upgrade which makes this completely useless. This would remove buildings already in place inside the forts.--Grigori 00:23, 11 February 2007 (UTC)
    'Re' - in fact, i didn't know. i haven't been on in a while. Mattiator 00:36, 11 February 2007 (UTC)
    Re- I kinda figured you hadn't. No big deal.--Grigori 04:09, 11 February 2007 (UTC)
  2. Kill - doesn't work in tandem with the new forts. --Funt Solo Scotland flag.JPG 01:19, 11 February 2007 (UTC)
  3. Kill I think this falls under X-Ray Vision as well as Attacking Through Barricades, and therefore against the rules of suggesting. Try to make the game more fun, not more annoying for the Zeds. --Tirak McAlister 03:19, 11 February 2007 (UTC)
  4. Kill As much as I would like to vote keep, now isn't the best time for this.--Labine50 MH|ME|'07 03:35, 11 February 2007 (UTC)
  5. Kill No to the chaingun! - BzAli 14:10, 11 February 2007 (UTC)
  6. Kill - This does not work well with the current fort configuration. --ZombieSlay3rSig.png 21:09, 11 February 2007 (UTC)
  7. Kill - You know, looking back, I once made a suggestion like this. And there are a few things I can't believe no one brought up back then. Why wouldn't people be able to use this for PKing? Does the gun magically jam up when pointed at a survivor? What kind of chaingun fires bullets that are weaker than those coming from a pistol? How would you be able to shoot at zombies outside without being able to see them (pillboxes have openings, you know). Why wouldn't it be able to cause headshots? And what kind of chaingun fires in semi-automatic (if we assume that it's firing several shots per attack, then that makes the 3 dmg even more ridiculous)? And what about flak jackets? There are too many things preventing this from making sense,to speak nothing of all the reasons why it wouldn't be good in the game. --Reaper with no name TJ! 22:06, 12 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam among other things, it includes a skill that is only usable in 8 out of 20,000 locations. --S.Wiers X:00 00:37, 11 February 2007 (UTC)
  2. Mattiator is back guys. Run. No firing through barricades.--Gage 03:26, 11 February 2007 (UTC)
  3. Spam - Firing through barricades, not to mention the fact that you didn't even check up on the fort upgrades? No thanks. --Hubrid Nox Mod WTF U! B! 03:31, 11 February 2007 (UTC)
  4. Spam - As per, basically, everyone else who has voted spam. Except for Swiers, because limited skill usage isn't a good reason, at least compared to not noticing fort upgrades. --Saluton 16:46, 11 February 2007 (UTC)

Tissue re-growth

Timestamp: Nibiletz 01:08, 11 February 2007 (UTC)
Type: Skill
Scope: Zombified Survivors.
Description: One thing that I have encountered is survivors killed in action accidentally purchasing Brain Rot while they are Zombified. I think that there is a simple way to remedy the plight of these players, by including a skill that can be gotten after you have purchased brain rot. It would reverse the affects of Brain rot as the tissue in the brain spontaniously grows to become healthy, and Brain rot would once again be an option on the skill tree of zombies. This skill would cost 200 experience, because the tissue healing is much harder to do than it rotting, and therefore it should cost more to obtain.

This skill would also allow zombie players that have purchased Brain rot on purpose an opportunity to be revived more easily, in the case that they decided to play as a survivor, and not have to have a hard time being revived. I don't see how this could be really complicated, because its just like any other skill, and it would be appreciated by people in the situation(s) cited above. I hope I made this clear enough.

Keep Votes

  1. Keep Rah rah, author vote. -Nibiletz 01:08, 11 February 2007 (UTC)
  2. Keep Could use it right now. --Cap'n Silly T/W/P/CAussieflag.JPG 01:14, 11 February 2007 (UTC)
  3. Keep - same here. --Ducis DuxSlothTalk 02:55, 11 February 2007 (UTC)
  4. Keep BTW, what kind of zombie spy would take brain rot? --Cman yall 05:05, 11 February 2007 (UTC)
  5. Keep I enjoy forcing players to restart characters because they took a skill by mistake or changed their mind. This is because I like wasting the time of people I don't know. Oh wait, I don't. I think I'll vote keep instead. --Jon Pyre 06:11, 11 February 2007 (UTC)

Kill Votes

  1. Kill - definite Dupe, but I'm not looking for it. Unfair. You take brain rot, you live with the consequences: this is a back door for zombie spies. --Funt Solo Scotland flag.JPG 01:21, 11 February 2007 (UTC)
  2. Weak Kill - Make it a one-time deal as well to prevent abuse of this and I'll change my vote to keep. Doing that will also make it a bit more likely that people like Funt Solo will be willing to consider it; he has a point about the zombie spies taking advantage of it.-- Nucleon 02:33, 11 February 2007 (UTC)
  3. Kill - As Funt Solo. --Tirak McAlister 03:20, 11 February 2007 (UTC)
  4. Kill - hard to get Brain Rot accidentally considering it warns you that its much more difficult to get revived and you should only get it if you never want to be revived. ZombieCrack 03:41, 11 February 2007 (UTC)
  5. Change - I suggest making it 500 to 1000 XP. Why? Because this would help reduce the problems of griefing by making it unspammable, yet most high-level players can afford that cost - it's hefty but they can afford it once or twice. And if you feel that this shafts the low-level players, I think that's unlikely because if you're a low-level survivor, what are you doing getting zombie skills? -- Ashnazg 1938, 11 February 2007 (GMT)
  6. Change - Make this a zombie skill (a subskill of brain rot, 100xp) that allows a character to be revived even if they have brain rot. That means you can buy brain rot once, and "unbuy" it once, but anybody who views your profile will know you once bought brain rot- because you still have it, but can be revived. (As a side bonus, any survivor who gets killed can spend 200 XP on brain rot and tissue regrowth, picking up 2 extra levels as a "badge of honor", meaning ALL characters will have the same maximum level, instead of maxed out zombies having one extra skill level beyond maxed out survivors.) The justification to allow this- (1) Some people bought brain rot before their was a warning (2) Many people bought brain rot back when combat revives were rampant (and only cost 1ap) - which made it a much more important skill than it is now (3) Who cares about zombie spies using this (easily detected) "back door" when the front door is wide open, off the hinges, and has a red carpet? --S.Wiers X:00 15:17, 11 February 2007 (UTC)
  7. Kill - If someone does something stupid, it's not the game's fault, and the game shouldn't do anything to help them. --Saluton 16:48, 11 February 2007 (UTC)
  8. Kill - READ what skill it is you're about to buy, and you don't have this problem. --c138 RR - PKer 18:34, 11 February 2007 (UTC)
  9. Kill - Players need to hold themselves responsible for their mistakes. Players also receive a warning before buying the skill as well. --ZombieSlay3rSig.png 21:13, 11 February 2007 (UTC)
  10. Live with the consequences of your decisions. That having been said this is already in Peer Review and is both simpler and better.--Pesatyel 05:21, 12 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Please try to think the effects of your suggestions before you present them, don't drop random unworkable ideas here. You get a warning before being able to buy Brain Rot, did you know? --Matthew Fahrenheit YRCT+1 04:23, 11 February 2007 (UTC)
  2. Dupe of a bad suggestion -Another suggestion (don't have time to find it) proposed the same thing and got killed. while survivors who purchased brain rot by accident need a cure, zombies who just want a flak jacket or new crossover skills or to become a death cultist do not. --AlexanderRM 6:56 PM, 11 Febuary 2007 (EST)

Endurance/Clear Mind

Timestamp: --NecroHealer 06:04, 11 February 2007 (UTC)
Type: New Skill
Scope: Survivors and Zombie
Description: This is a improved version of a skill I submitted a few days ago, but after it was killed and I was notified of many flaws and problems I removed it to revise it to be more fair and better fit the game.

Ok, I have heard many people complain about the max AP saying it is too low and also in the FAQ it says that there may be a new skill that raises it. Well, here is my suggestion for the new skill in a way that is fair to both Survivors and Zombies, low level players and high level players, and will not horribly alter game play.

How it will work: The Skill would be called, “Endurance” for Survivors and "Clear Mind" for Zombie's, it would raise the max AP to 60 in 25 hours instead of the currant 50.

Where it will be placed in the Survivor Skill Tree and XP cost: This skill would be placed in the Human Skill Tree as its own skill. This skill would be in the Civilian Skills, therefore costing the same amount for everyone.

Where it would be placed in the Zombie Skill Tree and XP cost: This skill would be placed in the Zombie Skill Tree as its own skill. This skill would cost 100 XP, same as the survivors.

Two different skills, do you have to buy it twice? No, you would not have to buy it twice. It would be made that if you one of them(Survivor or Zombie version) you would automatically get the opposite one. i.e.: Purchase Endurance for 100 XP, you also get Clear Mind.

Keep Votes

  1. Keep - Author Vote.--NecroHealer 06:04, 11 February 2007 (UTC)

Kill Votes

  1. Kill 50 AP is fine, no more action points! --Mosqu GCM GRR! 07:04, 11 February 2007 (UTC)
  2. Kill - as before - 50AP is fine. Sure that AP increases are all Duped out, anyway. --Funt Solo Scotland flag.JPG 12:16, 11 February 2007 (UTC)
  3. kill 50 AP is enough for me. - BzAli 14:40, 11 February 2007 (UTC)
  4. Kill Unclear how you get "60 AP in 25 hours"- is ap gained at a rate faster than 1 per 30 minutes? Also, I think 10 extra max AP with no drawback (besides spending 100xp on a skill) is a bad idea. Also very likely a dupe. --S.Wiers X:00 15:37, 11 February 2007 (UTC)
  5. Kill - Leave AP alone! --Saluton 16:49, 11 February 2007 (UTC)
  6. Kill - Terrible idea. I rather see AP raised by default than by a skill. --Matthew Fahrenheit YRCT+1 17:16, 11 February 2007 (UTC)
  7. Kill - 50AP is good enough already. --c138 RR - PKer 18:36, 11 February 2007 (UTC)
  8. KILL - I would like this for my character, but i suppose theres the rule of "DON'T MESS WITH AP!" Mattiator 20:53, 11 February 2007 (UTC)
  9. Kill - I think that 50 AP is sufficient. --ZombieSlay3rSig.png 21:16, 11 February 2007 (UTC)
  10. Kill -seven words: zombies all attacking at the same time. right now, the effects of that can already get huge mobs into an EHB building, and each of them with 60AP instead of 50... --AlexanderRM 7:00 PM, 11 Febuary 2007 (EST)
  11. Kill As above, unclear. What would the recharge rate be? I also am not sure we need to regain AP faster. --Jon Pyre 00:04, 12 February 2007 (UTC)
  12. Unclear-Your wording implies that it also increases the regeneration rate for AP, which I don't like. Raising the maximum AP one can store, however, is fine for me because one would still only get 48 AP per day (which would mean people who can't get on every day wouldn't be wasting it). --Reaper with no name TJ! 22:10, 12 February 2007 (UTC)

Spam/Dupe Votes


Advanced Brain Rot Skill Tree

Removed this for further study and editing, after 14 Kills and 2 Spams=D Thanks for everything, including the WTFCENTAURS ;) But it'll be back!


Give Items

Timestamp: Lord of the Pies 20:22, 7 February 2007 (UTC)
Type: Game Mechanic
Scope: All Players of Urban Dead (Zombies aren't people and it is therefore perfectly fine to exclude them)
Description: Note: this sat on the suggestion page for a few days; several people commented on it and made suggestions, some of which have been incorporated into this suggestion.

Now, quite a few trading suggestions have been shot down already; however, that was mainly due to the potential zerg abuse, in that a player could use a number of alt accounts to find themselves ammo, fuel and FAKs without expending any of their own APs.

However, I have devised a system whereby this can (hopefully) be avoided. Plus, it also avoids griefing where a player can be given a whole load of useless crap that they don't really want. So, here's the system:

For 3AP, a survivor can give an item to another survivor in the same building (or block if outside or in a large building). This would be done through a drop-down menu next to the 'drop item' menu at the bottom of your inventory, with a second menu for the target. The item would immediately be moved from your inventory to theirs at no cost to your target, although there would be a message telling the target that '[player name] gives you [a/an] [item name]'. The item would then be able to be used as normal.

However, to prevent zerg abuse, several items would be considered too valuable to simply give away:

  • Guns, aside from Flares
  • Ammo
  • Fuel Cans
  • Generators
  • Radio Transmitters
  • Fire Axes
  • FAKs
  • Syringes

Everything else can be given away freely. These items wouldn't even appear on the list of items to give.

In addition, in order to prevent griefing, there would be a section in a player's profile visible only to themselves (so no-one can just look in your profile to see what you'll accept and deny) which would contain a list of items, each with a check-box beside it and with the heading Accept the following items given by other players:. The sections would be:

  • Blunt Weapons and Knives (Baseball Bats, Metal Pipes, Crowbars, Knives)
  • Alcohol (Wine, Beer)
  • Literature (Books, Poetry Books, Newspapers)
  • Technology (Radios, Mobiles, GPS Units, DNA Extractors)
  • Military (Flak Jackets, Binoculars, Flares)
  • Miscellaneous (Wirecutters, Crucifixes, Spray Cans)

Ticking the box allows other players to give those items to you. Not ticking it means that you will automatically drop any of those items if they are given to you. Any player who attempts to give someone an item they have chosen to deny will receive a message like the following: You give [player name] [a/an] [item name] but they immediately drop it. This action would still cost the player 3APs but the target wouldn't receive anything and wouldn't see any message spam. Similarly, if a player's inventory is full, the following message would be displayed: You give [player name] [a/an] [item name] but their inventory is full. In this case, the item wouldn't be removed from the player's inventory, but they would still lose 3APs.

In addition, the page of hints a new player gets after signing up and creating a character would include a short tip to the effect that Some players may attempt to give you items. In your profile there is a list of items which can be given to you along with tick-boxes; after signing up none of the boxes are ticked. If you want to be able to receive a particular type of item from other players then tick the tick-box next to that item in your profile.

To counterbalance this suggestion somewhat, zombies with Memories of Life would be able to give other zombies items (really, the only things they would want would be Flak Jackets and possibly GPS Units if they show your location even if you're a zombie). The general idea would be the same, with a drop-down menu with all items in your inventory in it next to the 'drop items' menu. However, you would have to have the target on your contacts list in order to give them an item. The text would be different too; something along the lines of A zombie drops [a/an] [item name] at your feet, with A zombie being replaced by their name if they are on your contacts list. As with survivors it would take 3AP and zombies can still choose to accept and deny different items. However, survivors would not be able to give zombies items and vice versa.

Anyways, the purpose of this suggestion is twofold; firstly, there are RPing benefits; in pubs you can give other players drinks, in libraries it's books, and if you happen to beat a zombie down to near-death but are about to run out of AP you can hand your trusty crowbar to someone else to finish the job.

The other purpose is to help newbies enter the game on a better footing; helpful players could give them useful items such as Flak Jackets or DNA Extractors (well, a Flak Jacket and a DNA Extractor) which they would otherwise be prevented from finding by over-zealous barricaders of PDs and NT buildings. In fact, some altruistic groups may form for that very purpose, which crosses over with the RPing side (although it might turn into more of a black market).

Keep Votes

  1. Keep - I always wanted to help newbs, and give n00bs 300 newspapers. --Cap'n Silly T/W/P/CAussieflag.JPG 11:18, 11 February 2007 (UTC)
  2. Keep - Love It!!! But what about Spray Cans ?? didn't see that up there...--Captain911 12:50, 11 February 2007 (UTC)
    • Re - That's a mistake, then. I've made some minor changes to accomodate for that; the 'General' group is now called 'Military', the 'Useless' group is now called 'General' and Spray Cans are part of that group. --Lord of the Pies 14:27, 11 February 2007 (UTC)
  3. Because I like "Trade Killers". This suggestion is the first actually working trade suggestion...maybe.--ShadowScope 17:15, 12 February 2007 (UTC)

Kill Votes

  1. Kill - The idea of the game is to find stuff, and use it, not be given stuff, mostly crappy stuff at that -- boxy T L ZS Nuts2U DA 14:45, 11 February 2007 (UTC)
  2. Kill - Pointless. --Matthew Fahrenheit YRCT+1 17:18, 11 February 2007 (UTC)
  3. Kill - The suggestion is well thought out, but many of the items being traded are not very useful. --ZombieSlay3rSig.png 21:25, 11 February 2007 (UTC)
  4. Kill The ability to give books? --Jon Pyre 00:08, 12 February 2007 (UTC)
  5. First of all, stuff, even for beginners, is WAY to easy to find normally. Secondly, why would you want to give someone your crap items, unless you just want to be an asshole who fills up other people's inventory with junk "just because you can". All that stuff is just crap, especially if you consider that once you have, say a DNA Extractor, you never need another. Also what about ZERGING? Use the high level guy to find all the stuff (crap or not) and pass it to your lower level characters. Of course, even then the only thing you would want to pass off would be the Flak Jacket (the most difficult to find on the list) or the "one of" stuff on the list just so you don't have to "waste time" having the low level look for it.--Pesatyel 05:28, 12 February 2007 (UTC)
  6. Kill If you can't give ammo, fuel, FAKs or Syringes, i can't see why this is useful. Just remove the option for characters with the same IP FFS... --DinkyDao 06:49, 12 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam Not fair to people who had to find their own flak jacket, radio, crowbar, etc. "Zombies aren't people." No, but there players are, and they vote. --S.Wiers X:00 15:52, 11 February 2007 (UTC)
  2. Lemme get this straight. This is a trading system, but you can't trade any item worthwhile? Can you say worthless?--Gage 20:51, 11 February 2007 (UTC)

Crush (zombie skill)

Timestamp: --Karloth Vois RR 11:34, 11 February 2007 (UTC)
Type: zombie skill
Scope: Barricades
Description: 100 XP, available to all zombies

Once purchased, this adds an extra button to the interface: Crash Barricades, only usable outside against barricades. Using this expends 3 AP and 3 IP hits at once, and rolls for three individual attacks against the barricades. That's it. It does not increase attack percentage or damage, or add any other effects. Also, you cannot use this to go into negative AP.

So what's the point? It removes some of the monotony of hitting the barricades 50 times by simply reducing the number of times you click that button, but it also has benefits to real time combat; Right now, active survivors can rebuild barricades faster than they can be destroyed (4x the odds in one AP). This skill doesn't remove that advantage, but it brings the balance closer to equality. Zombies can now do significant damage in a shorter time- real time sieges become more interesting for everyone. However: Don't vote kill merely because it's limited in scope to real time sieges- the benefit is mainly the first stated above, to regular zombies everywhere.

To sum up: This is just a button that does the work of clicking "Attack barricades" three times.

Keep Votes

  1. Author Keep - I'm pretty sure I've ironed out all the potential abuse- it's no more effective to zergers than normal attacks. --Karloth Vois RR 11:39, 11 February 2007 (UTC)
  2. Keep - Interesting, I like it for the reason that it would be useful to zombies in siege. Tearing them (the barricades) down faster but not actually being any easier.. that makes sense right? - Whitehouse 11:49, 11 February 2007 (UTC)
  3. keep - Saves a bit of time. One question - where does this skill fall? Is it part of the vigor mortis skill, or does it sit on its own? The Mad Axeman 13:38, 11 February 2007 (UTC)
  4. Keep - Useful in large siege situations, but not a great advantage in low population areas. Yep -- boxy T L ZS Nuts2U DA 14:49, 11 February 2007 (UTC)
  5. keep - I'm all for saving somebody a few mouseklicks. - BzAli 14:51, 11 February 2007 (UTC)
  6. Keep - Saves a bit of effort, and a few page-loads (yes, page-loads are not a valid reason, but it's still worth mentioning). --Saluton 16:54, 11 February 2007 (UTC)
  7. Keep - I hate to press the attack button so many times when attacking barricades. This would save time. --Matthew Fahrenheit YRCT+1 17:21, 11 February 2007 (UTC)
  8. Keep - Evens the playing field without nerfing barricades. Just what the doctor ordered. --c138 RR - PKer 18:43, 11 February 2007 (UTC)
  9. sounds good--Gage 18:46, 11 February 2007 (UTC)
  10. WTFZOMBIES good idea. Playing as a zombie is kinda monotonus. Mattiator 20:58, 11 February 2007 (UTC)
  11. but i dont think it needs to be a skill... just a new UI button. --People's Commissar Hagnat [cloned] [mod] 02:00, 12 February 2007 (UTC)
  12. Actually it needs to be a Skill. If you have 50 AP, you can do 50 normal attacks on barricades, spending 50 AP...or you could use this skill and do 17 Crush Attacks on the barricades, spending 51 AP, and knock the barricades 51 times.--ShadowScope 17:17, 12 February 2007 (UTC)
  13. Keep - Speeds up the boring bit of zombie play and improves (read: makes fairer) real-time sieges. I'm all for that. --Ashadoa 22:10, 18 February 2007 (UTC)

Kill Votes

  1. Zerg-Rush --Funt Solo Scotland flag.JPG 12:19, 11 February 2007 (UTC)
Where does this help zergers more than using normal attacks? Reducing real time by 2/3rds is all it applies to, not IP hits. Even then, all it does is save a zerger a minute- I don't see that as outweighing the benefits to everyone. --Karloth Vois RR 12:23, 11 February 2007 (UTC)
  1. Not so much First, its incomplete, as there is no mention of how attack method is specified. There are multiple methods allowed for attacking barricades; although the default "claw" is usually the best, that is not always so, nor need it remain so. Second, approving this skill opens a floodgate for a ton of similar skills; "search three times", "barricade three times", "attack zombie three times", etc. Since I'd probably vote no on those, I feel I must vote no on this to be consistent. --S.Wiers X:00 17:49, 11 February 2007 (UTC)
  2. Useless - What's so hard about clicking a mouse three times? --Cap'n Silly T/W/P/CAussieflag.JPG 20:21, 11 February 2007 (UTC)
Real time sieges. --Karloth Vois RR 04:30, 12 February 2007 (UTC)
  1. Kill - As Swiers. --Deras 20:39, 11 February 2007 (UTC)
  2. Kill - As the Cap'n. --ZombieSlay3rSig.png 21:28, 11 February 2007 (UTC)
  3. Kill This would overpower Shacknews-like groups that attack with many zombies at a time. --Jon Pyre 00:11, 12 February 2007 (UTC)
  4. I prefer having the "open-endedness" of my decisions. Sure I could use this, but what happens when circumstances change? What if during those 3 attacks a survivor shows up or someone else knocks the barricade down?--Pesatyel 05:32, 12 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam -I think there was a similar suggestion like two days ago. and can you say 500 zombies attacking at once? --AlexanderRM 7:14 PM, 11 Febuary 2007 (EST)}

Zombie Skill Tree and Memories of Life Changes

Timestamp: Preasure 15:15, 11 February 2007 (UTC)
Type: Improvements
Scope: Zombie skill tree, Memories of Life
Description: Currently the zombie skill tree is this:
  • Vigour Mortis: Zombie gets +10% to hit with all non-weapon attacks.
    • Neck Lurch: Zombie gets an extra +10% to hit with bite attacks.
    • Death Grip: Zombie gets an extra +15% to hit with hand attacks.
    • Rend Flesh: Hand attacks deal an extra 1 damage.
    • Tangling Grasp: If the zombie hits with hands, its further attacks on that victim get +10% until it loses its grip.
    • Feeding Drag: Zombie is able to drag dying survivors (those with 12HP or less) out into the street, provided there are no barricades and the doors are still open.


  • Memories of Life: Zombie is able to open doors to buildings.
    • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech.
    • Feeding Groan: If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.
    • Ransack: Zombie is able to damage the interior of abandoned buildings, making them harder to search until they are repaired.
    • Flailing Gesture: Zombie is able to gesture towards people, objects, buildings and compass directions.

However, MOL is increasingly a defunct skill - opening doors is not much of an obstacle, but newbie zombies must purchase it first to be able to gain the more beneficial Feeding Groan and Ransack. Because a locked door is an unfair obstacle to a newbie zombie (unlike other things in the game, there is no way around it until you have the skill), doors should be able to be broken open for a cost of 4AP without MOL. With MOL, it can be done for free upon entering.

Also, the positioning of Feeding Drag (while vigour mortis is more of an essential skill) is not easily purchased. Given that Feeding Drag, Feeding Groan and Ransack are some of the most essential functions to the survival of newbie zombies, making them more available and easier to purchase would make things easier for already put-upon newbie zombies.

To make things easier, the skill tree is rearranged thus:

  • Vigour Mortis: Zombie gets +10% to hit with all non-weapon attacks.
    • Neck Lurch: Zombie gets an extra +10% to hit with bite attacks.
    • Death Grip: Zombie gets an extra +15% to hit with hand attacks.
    • Rend Flesh: Hand attacks deal an extra 1 damage.
    • Tangling Grasp: If the zombie hits with hands, its further attacks on that victim get +10% until it loses its grip.


  • Feeding Drag: Zombie is able to drag dying survivors (those with 12HP or less) out into the street, provided there are no barricades and the doors are still open.
  • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech.
  • Feeding Groan: If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.
  • Ransack: Zombie is able to damage the interior of abandoned buildings, making them harder to search until they are repaired.


  • Memories of Life: Zombie is able to open doors to buildings upon entry for no extra AP cost.
    • Flailing Gesture: Zombie is able to gesture towards people, objects, buildings and compass directions.

From this, the former MOL skill set becomes more open, feeding groan, feeding drag and ransack are more easily purchasable, and because the newbie-helping skills are more open, this benefits those starting as zombies. Doors are no longer an impassable barrier, and are now merely a tough, but beatable, problem – allowing low level ferals to get into safehouses more easily.

Keep Votes

  1. Keep - mostly on the strength of pushing open doors without MoL. However, the Drag / Groan / Rattle / Ransack skills are not important for newbie zombies to have- they are skills used by high level zeds to help the fresh meat. You really only need one zombie per strike group to have those skills, for almost full effect to be gained by the whole pack. --S.Wiers X:00 16:02, 11 February 2007 (UTC)

Kill Votes

  1. Kill - The skills are fine the way they are, so leave them that way. I can see the reasons behind it, but still ... --Saluton 16:56, 11 February 2007 (UTC)
  2. Kill - If you were after ordering the "scent" skill tree I would understand it, but this change has almost no purpose but making more skills available to zombies at the beginning of the game, and probably getting a good amount of newbies to buy some of these and realizing after a day or two that it wasn't a great choice. In resume, this will only benefit zergers that need a dedicated ransacker in no time. Why don't you make skills like Necronet access available since the start too? --Matthew Fahrenheit YRCT+1 17:28, 11 February 2007 (UTC)
  3. As Matt - This would only benefit zergers. --Deras 20:40, 11 February 2007 (UTC)
  4. Kill - I think that Ransack, Feeding Groan, and Death Rattle should remain under Memories of Life. --ZombieSlay3rSig.png 21:31, 11 February 2007 (UTC)
  5. Kill - How is feeding drag essential to newbie zombies? --Gateking 00:07, 12 February 2007 (UTC)
  6. Kill Skill trees are funny like that. The seemingly weaker but more crucial stuff like MoL is at the beginning and the unnecessary but empowering stuff like Feeding Drag is at the end. --Jon Pyre 00:14, 12 February 2007 (UTC)
  7. I'd like to see MoL "improved" but this just skirts the issue.--Pesatyel 05:35, 12 February 2007 (UTC)
  8. Kill - Interesting idea, but newbie zombies are supposed to focus mainly on their combat skills first, because that's where the majority of their XP-gathering skills lie and a large amount of the other skills are fairly useless without them (what good is being able to ransack a place if you can't get inside the place to begin with?). Plus, most of the MOL tree isn't very useful to those not in a horde (which many low-levels are not). Giving them the ability to buy those skills early will only encourage them to pass up the skills they really need and hurt them in the long run. --Reaper with no name TJ! 22:19, 12 February 2007 (UTC)
  9. Kill -Everything in the MOL skill tree is good for helping newbs. Makes sence. Maybe move feeding drag there, but nothing else. --AlexanderRM 7:53 PM, 13 Febuary 2007 (EST)

Spam/Dupe Votes
Spam/Dupe Votes here


Wrench (Revision 4)

Timestamp: Mattiator 21:04, 11 February 2007 (UTC)
Type: weapon
Scope: zombies and survivors
Description: This is an item for flavour. A wrench can be found in junkyards (10%), warehouses (5%), hardware shops (10%), and especialy in auto shops (20%). It can be used by zombies and is a blunt weapon. It regularily does 2 damage at 10% chance to hit. Also, it can be thrown at an enemy for four damage (Thanks to Cyberbob240 for the idea. Quote: "If you can dodge a wrench, you can dodge a ball!") at 15% chance to hit. You lose your wrench if you do this. This weapon also has a better chance to damage barricades and generators (both zombies and survivors).

Keep Votes

  1. Keep Author Vote. Mattiator 21:04, 11 February 2007 (UTC)

Kill Votes

  1. Large Revision - New weapons are not needed. Make other weapons throwable. (Fixed formatting.) -Mark 22:15, 11 February 2007 (UTC)
  2. LOLNO - You make a funny? No just no. FriedFish.ca 22:16, 11 February 2007 (UTC)
  3. Kill We don't need to add items nobody will use. We've already got bats, pipes, and wirecutters. --Jon Pyre 00:15, 12 February 2007 (UTC)
  4. Kill - I wonder why Kevan didn't make people being able to throw every item you have on your inventory at zombies. Oh, I know now! Because it's stupid... --Matthew Fahrenheit YRCT+1 03:28, 12 February 2007 (UTC)
  5. Um... - I can't quite see the point...--Lachryma 03:40, 12 February 2007 (UTC)
  6. Pointless. Why can't these "stats" be applied to, say the pipe? The game needs to have the current melee weapons made better/individualized befor new crap gets put in. I mean the pipe and bat are already under valued, this would just make it worse.--Pesatyel 05:37, 12 February 2007 (UTC)
  7. Kill - Nerfs crowbars if I'm reading this right (I'm assuming that "better chance to damage barricades and generators" means that it has the same benefit as a crowbar (but higher accuracy). And if you can't throw a knife or lead pipe, why should you be able to throw a wrench? --Reaper with no name TJ! 22:22, 12 February 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here