Suggestions/3rd-Apr-2007: Difference between revisions
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Latest revision as of 21:54, 3 May 2011
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- 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.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- 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.
Lead Pipe Tweak
Timestamp: | John Verdana 06:00, 3 April 2007 (BST) |
Type: | Improvement |
Scope: | Lead Pipes, Building with Doors |
Description: | During Christmas time, there was the option to use a melee weapon (Fire Axe) to do something else than fighting, that was cutting dead fir trees. Now, what could happen if we added other uses to our other currently "useless" items? Say, the lead pipe has some potential to become a life-saver.
Why? Well imagine being stuck in a building with its doors about to be open by a horde, you don't have the skill of Construction. In that moment you are virtually a poor newbie in a f**ked up situation. But you have a lead pipe, so what you can do is to close the doors with it and buy some time to escape while the zeds are spending more AP with the obstacle. The Lead Pipe's properties would not change at all, and that second function could only be active when the building has no barricades and its doors closed (Take in mind, the leap pipe does not close the doors automatically like barricades do, meaning that it costs 2 AP to set it up). You can install it by clicking the Lead Pipe in your inventory. A message would appear saying: You put the Lead Pipe in the door, firmly lodged between the doorhandles. Now, you can only install ONE lead pipe and it dissapears when you begin to build a barricade, meaning that this protection is no stackable. The external and internal descriptions of the building would also change into something like this: You are inside X. The doors to the street have been secured with a lead pipe. You are outsdie X. The doors appear to have been secured firmly with a lead pipe. Now, as a zombie you have another obstacle, think of it as a "light barricade" except that it's destruction is not regulated by the RNG, you can open it with a new option button: "Ram into door". Any zombie can use it, costing 3 to 5 AP . Now, that inmediatly removes the lead pipe, but doesn't open the door. You would still need to have Memories of Life to still to open it.
That option is only avaible with buildings that are secured with a lead pipe. |
Keep Votes
- Pity... - Those poor, poor newbies, screwed over by power players...--Lachryma☭ 06:05, 3 April 2007 (BST)
- Keep - A good idea, could be pretty flavourful to. --Kaisuke 08:33, 3 April 2007 (BST)
- Keep - I like it, might need a bit of changing though. --Ducis DuxSlothTalk 09:34, 3 April 2007 (BST)
- Keep -I dislike the idea but can't really put my finger on why. It's in genre, the flavor isn't absurd and the mechanics would work. (As for seeing it, the pipe works in the same way as regular barricades, build on the inside on the closed door, taken down at the outside of the still closed door. It's probably quantum or something) over all it ads a small new tactic without destabelizing anything. So although I'm feeling ambivilent I'm voting keep because can't find anything actually wrong with it..--Vista 10:13, 3 April 2007 (BST)
- Keep - as i wrote during discussion - i like it. --Duke Garland 12:44, 3 April 2007 (BST)
- Keep/Change - I like it, but for simplicity of coding just have it increase the barricade levels by 1 if there are none and the doors are closed, that way there's no change in the code needed (the zombies still attack the barracades) and there's no 'extra barracading' these nerf criers keep yelping about. --Sipex 10:34, 3 April 2007 (EST)
- Keep- Normally I don't vote keep on suggestions that hurt zombies, but this one is balanced and therefore worthy of a keep. --Reaper with no name TJ! 15:37, 3 April 2007 (BST)
- Keep Instead of being barricaded the message would be "The doors are closed and barred". It'd make the doors a target and would take the same amount of effort to destroy as the lowest level of light barricades. Actually barricading the building would erase the barred door status. --Jon Pyre 20:20, 3 April 2007 (BST)
- Keep - Flavorful -Heretic144 01:30, 4 April 2007 (BST)
- Keep - Sonofagun18 05:28, 4 April 2007 (BST)
- Keep - Dans34 09:17, 4 April 2007 (BST)
- Author Keep - Forgot to put my own vote. How silly of me! --John Verdana 21:45, 4 April 2007 (BST)
- Keep -- Just awesome (By the way this vote brings it up to passing! Yay!) --Lord Evans 20:03, 9 April 2007 (BST)
Kill Votes
Against Votes here
- How would you know, from the outside, if the pipe is there? Plus wouldn't the zombie automatically know if there is a pipe or not if the "ram" button appears? Also, would MoL automatically knock the pipe off or would you still have to ram first?--Pesatyel 06:18, 3 April 2007 (BST)
- Re - Yeah, there would be a message indicating that the doors have been secured with it. Also, you still need to ram into it to destroy the pipe and MoL to open the doors.--John Verdana 19:09, 3 April 2007 (BST)
- That's my point though, how would you know the pipe is there from the OUTSIDE?--Pesatyel 04:06, 4 April 2007 (BST)
- Re Let's say that the doors have glass decoratios that can let you see when there's barricades or Lead Pipes. --John Verdana 21:45, 4 April 2007 (BST)
- Kill - I love zombie nerfs...lets make them spend 3-5 AP everytime i spend 1 puting this metal pipe in the door... (I hope you know that not every building has 2 doors and/or can be held together by a pipe...Maybe if you had certain buildings that it could be used on but as it is it can be used on any building which i don't agree with...)--Brainz 10:58, 3 April 2007 (BST)
- Change - I really like the idea - quite inspired - but I think the rules need tweaking. Why not just have it so that anyone can use the length of pipe on an unbarricaded building with closed doors to make it loosely barricaded, whether or not the user has construction. The zombie takes approximately 4AP to take down the 'cade, but how much AP did the survivor spend to find a length of pipe and put it in place? One would expect, more than 4. To summarise, I suggest ditching the "ram into door" part, and just simplifying it so that it emulates loosely barricaded. --Funt Solo 13:15, 3 April 2007 (BST)
- Re - Not quite so, yesterday I was trying to bust down a lightly barricaded building, it took me 10 AP to do it. I'm not nerfing the Zeds by putting their luck on a RNG, instead the only have to spent 5 AP with the guarantee of success and a fine dinner. --John Verdana 19:09, 3 April 2007 (BST)
- Re - that would be another kill point for me. It's all about the RNG. I'd rather gamble at 1AP than spend a set 5AP. IIRC, it's approximately 4AP to take down 1 level of 'cades. At a set cost of 5, your length of pipe is overpowered. Games are built around chance - it's what makes them interesting. --Funt Solo 19:23, 3 April 2007 (BST)
- Kill - As Brainz. Maybe only allow this to apply to certain buildings. Could provide a way to secure church doors... --SporeSore 14:33, 3 April 2007 (BST)
- Re - Personally, churches need to be left alone, the same with Malls' barricades. --John Verdana 19:09, 3 April 2007 (BST)
- Kill - I was going to say pretty much exactly what Funt said. BTW, Funt, I just saw your character die (my z actually helped bring you down to 2 HP or so before running out of AP). --Gm0n3y 19:00, 3 April 2007 (BST) EDIT: Wooty, I think you broke my vote, fixed now though.
- Kill - As above. I saw Funt while working the park walk revive point (I think) last week. --Wooty 23:00, 3 April 2007 (BST)
Spam/Dupe Votes
Spam/Dupe Votes here
Pass me a beer v1.1
Timestamp: | Duke Garland 12:52, 3 April 2007 (BST) |
Type: | item, feature |
Scope: | everybody, role playing |
Description: | survivors can pass bottle of beer or bottle of wine to one another.
there's already a lot of such situations that happen in text chat. would be nice to be actually able to do it. technical:
dupe suggestion? - it may sound similar to this but that suggestion is well over 12 months old now so a reminder to Kevan that we all really like it would do no harm, and what's more important:
this is a revision of previous suggestion from 11:50, 2 April 2007 (BST) |
Keep Votes
- Author Keep - thank's for the massive change voting. it worked on me... --Duke Garland 12:52, 3 April 2007 (BST)
- Keep - Flavor Flav!--Brainz 12:59, 3 April 2007 (BST)
- Keep - This would make the yearly Christmas party more enjoyable. - Whitehouse 13:04, 3 April 2007 (BST)
- Keep - you made the change I requested so how could I not vote *hic* keep? --Funt Solo 13:18, 3 April 2007 (BST)
- Keep -With that edit you lost me, I'm voting Kill now....--Vista 13:39, 3 April 2007 (BST)
- Keep -Ya gotta bottle it up 'n go. --SporeSore 14:35, 3 April 2007 (BST)
- Yay! - It's lovely.--Lachryma☭ 15:23, 3 April 2007 (BST)
- Keep - beer fest! --Storyteller 15:29, 3 April 2007 (BST)
- Keep - Simple and doesn't hury anyone. --Sipex 10:30AM, 3 April 2007 (EST)
- Keep - Now there'll be an excuse to raid beer on our tour ;) --MarieThe Grove on Tour 15:43, 3 April 2007 (BST)
- Keep - All right, that's better. No drunk zombies. They move enough like that already. --Reaper with no name TJ! 15:47, 3 April 2007 (BST)
- Keep - Baarh ahn brahnz! --Dread Lime 17:50, 3 April 2007 (BST)
- Keep I think the option system is different enough to not be a Dupe. A creative way to increase the fun and roleplaying associated with an item. --Jon Pyre 17:54, 3 April 2007 (BST)
- Dupebutwhoreallycares?! - This gets the Ev stamp of approval for April. --Ev933n / Talk PPGC 17:57, 3 April 2007 (BST)
- Keep great idea Dans34 18:00, 3 April 2007 (BST)
- Keep - Same as before. --T 22:49, 3 April 2007 (BST)
- Keep - Looks like the change I suggested, or close enough that this version works for me. And no, this is NOT a dupe; the mechanics are significantly different. The linked to suggestion works EXACTLY like a FAK; it can;t be turned down, and costs the "target" no AP's to use. This version CAN be turned down, and it costs 1 AP to accept. It might be worth noting whether or not zombies recover a HP from taking the drink; I'd lean towards not, as they ferment well enough on their own. Or maybe only if they have the "digestion" skill... :) --S.WiersctdpNTmapx:oo 02:17, 4 April 2007 (BST)
- Keep - This probably technically classes as a dupe, but nobody cares. --Anotherpongo 09:40, 4 April 2007 (BST)
- keep Bottoms up! --Honestmistake 15:15, 4 April 2007 (BST)
- Keep - Gimme more beer! --Ducis DuxSlothTalk 16:34, 4 April 2007 (BST)
- Keep - You have my blessing. --Uncle Bill 21:33, 4 April 2007 (BST)
- Keep - Unlike the assholes that vote because of personal resons, i vote keep because this can be used for role playing and is kind to other players, establishing friendships or bonds. Chris' 'Redfield 23:04, 6 April 2007 (BST)
- Keep -Though I would like XP for it I guess I should just leave it... also see point #2: YOU CANNOT GET DRUNK AGAINST YOUR WILL. A non-dupe point for all you realism idiot I have to deal with on every suggestion.--AlexanderRM 01:56, 13 April 2007 (BST)
Kill Votes
Against Votes here
Spam/Dupe Votes
- Dupe - "it may sound similar to this but that suggestion is well over 12 months old now so a reminder to Kevan that we all really like it would do no harm" is not grounds to prevent this from being a dupe. Something almost exactly like it has already been suggested, and the fact that the thing this is a dupe of is a year old doesn't mean that it's not a dupe any more. If dupes expired after a year, once a year tons of rejected suggestions would be resuggested, and would not be able to be removed as dupes. -Saluton 16:16, 3 April 2007 (BST)
Chemicals in Crates
Timestamp: | Reaper with no name TJ! 16:53, 3 April 2007 (BST) |
Type: | Crate Change |
Scope: | Supply Crates, Zombies |
Description: | You know, there's one huge problem with the supply crate drops: There's not much of a reason for zombies to smash them. Sure, they stop survivors from getting the items inside and get some XP, but XP means nothing once you max out. So...
Noting how zombies tend to congregate wherever they drop supply crates, the military has decided to test out some anti-zombie substances provided by Necrotech. By placing chemical containers inside the supply crates, zombies smashing them will also smash the containers and become exposed to the chemicals. Unfortunately, the plan backfires and results in temporary mutations that increase zombie lethality. Basically, whenever a zombie (survivors are unaffected, since they're, well, alive) smashes a supply crate, they get a +5% accuracy boost to all attacks for the next 24 hours. It's not too much of a boost (especially not for something so temporary), but it's enough to make smashing crates worthwhile for zombies. |
Keep Votes
For Votes here
- Author Keep - I am the author, and I approve this
messagesuggestion. --Reaper with no name TJ! 16:53, 3 April 2007 (BST) - Check - Pro-zombie. Not too big of a buff. --Ev933n / Talk PPGC 17:59, 3 April 2007 (BST)
- Keep - But I don't think crates are actually in the game anymore. - Gm0n3y 19:09, 3 April 2007 (BST)
- Keep - Why not? The crates are holiday specials, Christmas and Easter so far. Don't say they aren't in the game. They just aren't common. --Darth Sensitive W! 03:31, 4 April 2007 (BST)
- Keep - anyone who says that survivors get a perk while zombies get nothing but dissapointment, is rasist against green people. enough said. --EL Zillcho 07:32, 4 April 2007 (BST)
Kill Votes
- Kill Crates probably aren't in the game still. It's a shame, they were pretty neat. But if they were I don't think giving zombies power boosts would be a good function for them to have. --Jon Pyre 17:31, 3 April 2007 (BST)
- Kill - I prefer the idea that some new zombie player who does need XP will get some from smashing a crate. In other words, I like it how it is now (rare as crate drops are). --Funt Solo 18:43, 3 April 2007 (BST)
- Kill - Crates are near useless to survivors too. And they're an event like the april 1st prank. I don't think they actually are a game mechanic as such. More Kevan having fun an a holiday.--Vista 19:34, 3 April 2007 (BST)
- Kill - Interesting, but I don't think that crates are in the game anymore. --T 23:01, 3 April 2007 (BST)
- Re-Considering that crate drops have occured not once but several times, I think it's pretty clear that they are going to be dropped again. This suggestion would apply to them the next time they are dropped. And don't tell me it's not in the game when you don't know. Have you seen the source code? Considering how many times he's done it, there is probably a "crate routine" that he can turn on and off at will (believe me, as a probable future game designer, it's a LOT easier to do something like this once and turn it on and off rather than having to do it several times). --Reaper with no name TJ! 15:52, 9 April 2007 (BST)
- Kill - This seems like a rather unrealistic approach to solving the problem. And as stated above, crates don't exist anymore. --Heretic144 01:34, 4 April 2007 (BST)
- Kill - i don't think zombies need it and crates are too rare anyway --Duke Garland 07:46, 4 April 2007 (BST)
- Kill - Na, It's been made clear that a new mechanic should not be introduced for a holiday event. Someone say setting a precedent? --Ducis DuxSlothTalk 16:36, 4 April 2007 (BST)
- Change - As written, the suggestion is too one-sided towards zombies. I don't mind giving them a chance at a buff, but you have to give and take to keep it balanced. For example, you could have a mix of supply crates and chemical crates. Color code them so survivors could tell the difference (I guess zombies could be colorblind or something... why not?), and make the chemical ones harmful to humans who try to open them. --Uncle Bill 21:52, 4 April 2007 (BST)
Spam/Dupe Votes
Spam/Dupe Votes here