Suggestions/15th-Feb-2007: Difference between revisions

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Latest revision as of 11:57, 3 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.
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Dismember

Timestamp: Valore 06:47, 15 February 2007 (UTC)
Type: Zombie Hunter Skills.
Scope: Zombie Hunters.
Description: A Zombie Hunter should not only be well versed in knocking a zombie down, he has also begun to learn ways of ensuring his efforts to destroy the undead menace are of maximum efficiency. As such, Zombie Hunters now have access to a new skill, which allows them to better live up to their names.

Dismember

A Zombie Hunter may attempt to slow the prodigious vitality of Zombies by dismembering their corpses. A Zombie Hunter with a melee weapon may attack corpses in the area as if they were a normal foe. If they hit, the corpse is noted as 'dismembered' and takes an additional 5AP to rise.

Anyone who asks how corpses that are dismembered can still rise, I'd like to ask how corpses that have been headshot by shotguns can still have heads. And as for reviving survivors who get dismembered, well, the miracle syringe that allows you to leap back to life also allows you to pull yourself back together.

Keep Votes
For Votes here
Kill Votes

  1. As Pesatyel down in spam. And this hurts the newbies zombies the most just to let you know. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:52, 15 February 2007 (UTC)
    • Re - To be honest, why would zombie hunters go around randomly dismembering single feral zombies, which most newbies are? I saw more use for this in mall siege situations, where Hunters are trying to slow down higher level zombies. You'd have to spend 2-4 AP to dismember a dead zombie, depending on how lucky you are with the RNG, which I doubt most people would do for kicks on random zombie kills. Maybe if I made it only effective against Zombies with Ankle Grab?--Valore 14:32, 15 February 2007 (UTC)
  2. Kill - 20AP is too much, plus AP draining skills are generally a bad idea, because they aren't really fun for either side. --Toejam 14:47, 15 February 2007 (UTC)
  3. Kill with extreme prejudice - headshot needeth not a boost. So it is written. --Funt Solo Scotland flag.JPG 17:46, 15 February 2007 (UTC)
  4. Kill - Headshot hurts newbies who don't have ankle grab bad enough as it is. Don't make it even worse for them. --Reaper with no name TJ! 17:49, 15 February 2007 (UTC)
  5. Kill Draining AP is a bad idea. --Jon Pyre 03:30, 16 February 2007 (UTC)
  6. Kill - Horribly flawed suggestion, what if 2 or 3 survivors team up on one zombie? using this skill would require the zed to spend over 100ap to stand back up! ..I don't think this one is going to be accepted, ever. --Darkvengance 19:08, 16 February 2007 (UTC)
  7. Kill - Because it wasn't bad enough to be constantly killed at a revive point by Zombie Hunters, no, you should be cut into pieces when you die, when you wait for a revive AND when you're lying dead as a revived body. No way. --Jay Clarke 11:37, 18 February 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

  1. Is this IN ADDITION to Headshot? You ARE aware you can headshot with any attack, including punching, right? So if this isn't in addition to Headshot, it is already in the game. If it is, well then it is way overpowered. Non-Ankle Grab zombies would have to stand for 20 AP!--Pesatyel 07:21, 15 February 2007 (UTC) Edit: Your RE below just makes this WORSE. You can't target corpses anyway.--Pesatyel 03:40, 16 February 2007 (UTC)
  2. Spam - Headshot works just fine with melee weapons. My firefighter did it dozens of times. (Go figure- an 8 lb axe to the brainpan actually does some lasting damage, eh?) So either you are suggesting an effect that is already in the game (and hence is pointless to vote on) or you are suggesting that it should frequently cost experienced zombies an extra 10 ap to stand up if a zombie hunter makes his final killing attack with a melee weapon (and hence nerfs zombies down to toy poodle scale). --S.Wiers X:00 07:25, 15 February 2007 (UTC)
    • Re - Bit of a misunderstandin here on both spam votes here, this is a seperate skill, that allows you to target dead bodies lying on the ground. So say you've killed a zombie, he then now shows up as 'A dead body lying here'. You may then choose to attack the dead body, and if you hit, the dead body is now considered 'dismembered' and costs it +5AP to stand up. --Valore 11:40, 15 February 2007 (UTC)
    • Ah, so you can kill a zombie (with a gun or whatever), headshotting them, and then dismember them to cost them even MORE AP? Or you could combat revive a zombie for 10 AP, then dismember them for 1, in effect gaining a 100% reliable 12 AP (I'll assume you scan for brain rot) headshot? Or PKers could kill people and then dismember the corpses? Gee, I'll change my vote from "Spam" to "Extra large economy sized spam". --S.Wiers X:00 19:54, 16 February 2007 (UTC)
    • Re - thats the problem when i was a low level zombie that 10 ap to stand up made it difficult let alone the 15 ap if head shot but 20 ap thats way to much my zombie alt could use that much ap to almost knock down a vs barricade and that could mean the different between gaining exp or resorting to the time consuming process of Zking witch takes atleast 3 times as long to gain enough exp for a skill. That wuold mean EVEN less new zombies in the game! --Mazu 14:27, 15 February 2007 (UTC) Non-author/voter reply struck. --ZombieSlay3rSig.png 20:11, 16 February 2007 (UTC)
  3. WTF LLAMA - This would mean everyone without Ankle Grab loses 20AP whenever they get headshot. This is like being reamed up the ass with a jumbo jet. How on earth would you expect young zombies to enjoy the game if they spend all their AP standing up and moving to find food? Make zombies fun to play; this is purely a griefing skill. --c138 RR - PKer 14:45, 15 February 2007 (UTC)
  4. Spam - Don't nerf zombies. Zombies need a boost, not a detriment. Look at the stats. -Mark D. Stroyer 16:54, 15 February 2007 (UTC)
  5. WTF EVERQUEST ZOMBIES - Please Dismember this suggester Mattiator 19:25, 15 February 2007 (UTC)
  6. 0_o - While we're at it, let's make a new skill for zombies - "eat." If a zombie finishes off a survivor with a bite attack, it counts as having eaten the survivor. The survivor cannot do anything until shitted out by the zombie (50% chance of occurring every hour after 12 hours), and all its map is is a diagram of a lower intestine. Once the survivor has been shitted out, it must spend 49AP wiping all the shit off itself before it can move. Slayerofmuffins23:24, 15 February 2007 (UTC)
  7. Hell No! - Try standing outside a mall for a few weeks, and we'll talk.--Labine50 MH|ME|'07 04:28, 16 February 2007 (UTC)
  8. Spam - Newbie zombies already have it difficult and this suggestion makes it even worse. --ZombieSlay3rSig.png 16:54, 16 February 2007 (UTC)
  9. Spam - Headshot stirs up enough shit as is. --Cap'n Silly T/W/P/CAussieflag.JPG 21:36, 16 February 2007 (UTC)
  10. Spam - This suggestion is a complete waste of bandwidth. c138 said everything I wanted to say, with one exception - I'd have said "chainsaw" over "jumbo jet". --Mold 12:00, 22 February 2007 (UTC)
    Lobster Thermidor a Crevette-- I would rant, but too many other people got my point across rather pointily. Bubacxo 10:53, 2 March 2007 (UTC) Vote posted past deadline. --ZombieSlay3rSig.png 16:52, 2 March 2007 (UTC)

Headshot change

Timestamp: 16:32, 15 February 2007 (UTC)
Type: Skill change.
Scope: Headshot players.
Description: At the minute, getting headshot means you must pay 5 AP extra to stand up. The change I'm suggesting is to make headshot not increase the stand up cost, but instead, when a headshot zombie stands up they travel to a random block 5 spaces away. To save the effort of looking up a map and then clicking 5 squares in one direction, after you stand up, for a single turn there'd be a button saying "Go back to <the name of wherever the zombie was killed> (5AP)". This would cost 5 IP hits as well as 5AP. I think this change would mean that in a siege situation, survivors could clear away all the zombies who choose not to pay the 5AP cost to travel back, and headshot wouldn't be such a burden on zombies. The ingame justification for this change would be that when zombies have their brains blown out they lose their sense of direction, and so wander around the area in a daze until they come back to their senses, by which time they are 5 spaces away.

I know that this is a bit of a Pied Piper skill, but I think in this case it's OK because you can't move anyone more than 5 squares if they doesn't want to be moved and the fact that the zombie is moved to a random location means it's not possible to use this as a cheap way to get about.

Keep Votes

  1. Note:read the suggestion- also keep -Note that you can get back automatically for 5AP, removing most of reapers complaints. Also we could generally assume that they would go in a direction that would not place them off the map. Same ideas applied to funt's ideas-also this would not really be headshot nerf-this would mean that zombies not after a praticular target would not spend an extra 5AP but would be driven away from your safehouse. AWESOME! I have headshot and support this suggestion, and this would be a nerf in the same way that the several changes kevan made to headshot XP penalties including replacing them with AP were: its changing, not nerfing. ALso, say NO to drugs, especially the kind people are on when they argue for realism in urban dead. --AlexanderRM 6:41 PM, 15 Febuary 2007 (EST)

Kill Votes

  1. It makes no sense. If a zombie's brains are filled with lead, it doesn't make them even more mindless. In most canons, it kills them. Get it? Dead. Doornail. No wandering randomly. -Mark D. Stroyer 16:48, 15 February 2007 (UTC)
  2. Kill with extreme prejudice - thou shalt not nerf other people's skills. Thou shalt not teleport other players willy-nilly about the map. So it is written. --Funt Solo Scotland flag.JPG 17:47, 15 February 2007 (UTC)
  3. Kill - This reminds me of a suggestion that I made a while back involving the same concept. However, I don't like this implementation. 5 squares away means that in order to come back and attack you they have to spend 5 AP anyway (10 if they don't have Lurching Gait). This also nerfs body dumping (although you could argue that this is comparable to a body-dump upgrade). And you fail to mention what happens if the zombie is killed at the edges of the map (a zombie killed in Arkham may not be able to go 5 blocks south). This could also be very frustrating for newbies, who may not know their way back. --Reaper with no name TJ! 17:56, 15 February 2007 (UTC)
  4. Kill - Makes no sense, weakens headshot (what if the zombie ends up in a group of humans, or outside a building with no barricades?) --Saluton 01:59, 16 February 2007 (UTC)
  5. Kill How powerful is this gunshot? --Jon Pyre 03:31, 16 February 2007 (UTC)
  6. Kill - OMFG what are you saying that happens after the headshot? --Matthew Fahrenheit YRCT+1 04:05, 16 February 2007 (UTC)
  7. Kill with extreme prejudice. I'd be scared to be in the same suburb as a small arm weapon that could blow a body five blocks away. --Sgt. Expendable JG05:23, 16 February 2007 (UTC)
  8. Do not teleport my zed when it gets Headshot! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:20, 16 February 2007 (UTC)
  9. Kill - Well last time I checked if you shot someone in the head it wouldn't send them flying 5 blocks back (with a pistol non-the-less).... No definatly not. --Darkvengance 19:06, 16 February 2007 (UTC)
  10. Kill - One of my zombies is in a group, and has almost all of the group members added as contacts. Even with headshot, it is quite fun to end up dead outside the mall in a pile of bodies, stand up, and see all your buddies in the pile of bodies (I can do that, because they are all contacts). Let a zombie group be a GROUP, not a cloud of dust that scatters in the wind, and is held together only by metagaming. --S.Wiers X:00 20:04, 16 February 2007 (UTC)
  11. Kill - Extremely idiotic suggestion --Mosqu GCM GRR! 11:31, 25 February 2007 (UTC)
    FINISH HIM! - Even if the zombie was confuddled after it's brain went another direction than it's body, that doesn't mean it would walk AWAY from a big-ass group of moaning, flailing zombies at the mall! OOC as well as WTF. Bubacxo 10:59, 2 March 2007 (UTC) Vote posted past deadline. --ZombieSlay3rSig.png 16:53, 2 March 2007 (UTC)

Spam/Dupe Votes

  1. Spam - This suggestion would seriously mess with non-ankle grab zombies and is not very plausible. --ZombieSlay3rSig.png 16:57, 16 February 2007 (UTC)

Rage

Timestamp: ShadowScope 19:01, 15 February 2007 (UTC)
Type: New Skill
Scope: Zombies Who Want to Alert Ferals that A Building is Ransacked.
Description: There had been a discussion over the possiblity of letting people know that a building is ransacked from the outside. People argue this is X-Ray Vision, and that the ransacking happens from the inside, and not from the outside. I wonder about a possible solution to this.

A new child skill, under Ransack, is called Rage, that costs 100 XP. If you are a zombie inside a building that is ALREADY Ransacked, you can now click on Rage, and spend 2 AP to make the area even more ransacked. The Zombie's hatred of the human race has showcased itself with much destruction and rage being done to the building, throwing items all over the area and destroying the building totally. Once an area is "Totally Ransacked", the Rage button cannot be used again.

It still cost 1 AP to clean up the mess. It is a flavour skill with some use.

The use is this: People outside of the building can see this flavour text: The doors are swung open, and there is lots of thrown items scattered about. This building appears to be very ransacked. This allows feral zeds to know that the building is ransacked, and therefore, let them decide wheter to defend it or just walk onwards.

This is not X-Ray Vision, but rather a sort of Zombie Graffti that allows for outside Zeds to know that a building has been secured by the nearby Zombies. Costing Zombies a total of 3 AP (1 AP for ransacking, and 2 AP for Rage) to secure a building for Zombiekind seems a small scarfice to make for the cause of wiping out the human menance.

Keep Votes

  1. Bah, sure... -Certified=InsaneQuébécois 04:06, 16 February 2007 (UTC)
  2. Keep - Yeah, like everybody says, open doors plus no barricades is a good sign a building is ransacked. But for some reason, I keep seing buildings with closed doors with no barricades, and they are often ransacked. Also, large buildings can in fact be ransacked in all sections on the inisde, and only one section will be open- the rest still have barricades! Come on, this isn't "x ray vision" - its just the zombie equivalent of tagging.--S.Wiers X:00 22:02, 16 February 2007 (UTC)

Kill Votes

  1. Kill - if the door's open, you can make a guess that it may well be ransacked. Otherwise, you'd need X-Ray Vision to see the interior of the building, which is what you're suggesting. --Funt Solo Scotland flag.JPG 22:12, 15 February 2007 (UTC)
    • The Zombie spends a total of 2 AP to throw stuff outside of the building. There are a lot of thrown items scattered about, meaning that you are seeing from the outside the thrown items, which leads you to conclude that the building is ransacked. I believe it to be not X-Ray, but rather a Zombie Graffti, since you receive a message with all the thrown junk that the Zombies has thrown on the ground, OUTSIDE of the building. Not inside.--ShadowScope 22:40, 15 February 2007 (UTC)
    Re - X-Ray Vision, like I said. If the building's open, then it's only 2AP to check it out. The same as survivors have to do if they want to see what's outside the building they're in. --Funt Solo Scotland flag.JPG 23:03, 15 February 2007 (UTC)
  2. Kill -Was going to abstain, but funt's re convinced me: same as survivors have to do if they want to see whats outside. --AlexanderRM 6:46 PM, 15 Febuary 2007 (EST)
  3. I actually think one SHOULD be able to see into/out of a building when the doors are open. But this idea, just doesn't work for me. This "extra ransack" just makes it visible to the outside? And what is a "child" skill?--Pesatyel 03:45, 16 February 2007 (UTC)
  4. Kill - Kinda useless, IMHO. If you have to be directly outside the building that you want to know if it's ransacked or not, you'll see if the building is barricaded or not. In my book, a building with no barricades and no groans is a ransacked building 95% of the time. --Matthew Fahrenheit YRCT+1 04:03, 16 February 2007 (UTC)
  5. As Funt. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:21, 16 February 2007 (UTC)
  6. Kill - Open doors are indicators of ransacked buildings. --ZombieSlay3rSig.png 16:59, 16 February 2007 (UTC)
    Kill -- This would lead up to the next silly suggestion, "Survivor Skill: Tidy up" would be needed to beautify the outside... which would involve going outside. Which all us lazy Maltonians (Maltonites?) would not do, so it would only make Malton more messy. Useless! Bubacxo 11:06, 2 March 2007 (UTC) Vote posted past deadline. --ZombieSlay3rSig.png 16:54, 2 March 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Zombie Class: Shuffler

Removed by author, dupe. -Nibiletz 23:35, 15 February 2007 (UTC) }}