Suggestions/30th-Apr-2007: Difference between revisions

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Revision as of 20:09, 4 May 2011

Rules for Previous Suggestions

  • These suggestions can only be voted on now, and only up to two weeks from the day they were submitted.
  • You can make new suggestions on the Suggestions Page.

Voting

  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button next to the suggestion you wish to vote for. Then enter your vote in the suggest_votes field. Please ensure that your vote is placed before the double brackets of the particular suggestion (ie the "}}")
  5. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  6. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.

Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages are only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss any of the suggestions or votes here, please select a specific vote's page by clicking on its link under Current Day's Suggestions and use the associated Talk page. Suggestions do not have to be submitted in order to discuss them. The Suggestions talk page can be used to workshop possible suggestions before they are submitted.

Valid Votes

  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described below in the Removing Suggestions section. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described below. Dupe votes will not be counted when votes are tallied.

Invalid Votes

  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.

Comments

  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.

All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)



Removing Suggestions

Suggestions can be removed for two reasons:

  • Dupe If a suggestion is a duplicate of an earlier one, and has recieved at least 3 Dupe Votes linked to the Duplicated suggestion, then it can be deleted as per the guidelines below.
  • Spam If a suggestion is deemed by the community to be either not made seriously, or simply completely awful and not worthy of inclusion on the Suggestion page for a two-week period, it can be Spaminated. The suggestion may be sent to either the Peer-Rejected or Humorous suggestions pages.

Eligibility for Spamination is acheived if there are at least 7 Spam votes and the number of Spam votes are equal to 2/3rds or greater of the total number of votes, with the author vote included in all these tallies. In addition, A Sysop can if they so choose delete any suggestion with three or more Spams as long as Spams outnumber Keeps; this includes their own spam vote. Suggestions may not be removed as spam unless voting has been open for 6 hours.

Authors are not allowed to use Re: to defend their work or correct the editor after a suggestion has been removed.

When removing a Suggestion, you take the responsibility to be mature regarding the situation. Each Suggestion is an author's child and they can be come quite passionate in regards to the Suggestion's removal. Please do the following when removing a Suggestion:

  • Duplicate - If the removed Suggestion is a duplicate, you must:
    1. Confirm that there are absolutely no viable differences between the original and the duplicate.
    2. List the number of Dupe Votes received.
    3. Provide a link(s) to the Suggestion that it duplicates.
    4. Optionally note the Linked Suggestion status: Reviewed/Undecided/Rejected.
    5. Sign the removal.
    6. Be Polite and make no additional comments.
  • Humorous - If the removed Suggestion is deemed humourous, you must:
    1. State that the Suggestion has been deemed humorous.
    2. Move the Suggestion to the Humorous Suggestions page.
    3. Sign the removal.
    4. Be Polite and make no additional comments.
    5. Bring fourth a vandalism case against the user who posted it citing rule 13 of making a suggestion.
  • Spaminated - If the removed Suggestion has become eligible for Spamination, you must:
    1. List the number of Spam Votes received and the total number of votes.
    2. State that the Suggestion was Spaminated.
    3. List or summarize/paraphrase the comments/reasons made on the Spam votes.
    4. Move the suggestion to Peer Rejected Suggestions page.
    5. Sign the removal.
    6. Be Polite and make no additional comments.

It is your responsibility to be a mature editor.


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing



DO NOT PLACE A VOTE AFTER DEADLINE

If the two week deadline for voting is passed, your vote WILL BE DELETED AND IGNORED.


New GPS function

Removed as edited during voting. --Funt Solo Scotland flag.JPG 15:54, 4 May 2007 (BST)


DNA Extractor update

Removed as a Dupe with 4 Dupe votes, 1 Kill vote and 13 Keep votes. Popular, clearly. --Funt Solo Scotland flag.JPG 15:58, 4 May 2007 (BST)


Clubs

Timestamp: ShadowScope 22:11, 30 April 2007 (BST)
Type: Skills, Items.
Scope: Zombies.
Description: Trenchies can barricade, can take over territories, and even seize huge empires. Zombies want to have fun too! This way would help them out. Note that this is a modified idea of Ghouls, using a small portion of it, modified.

Under Ransack, there is a new skill that cost 100 XP...Scavanging.

Scavanging: Allows the zombie to search when inside any ransacked building that is classifed as a TRP (Malls, Hospitals, Police Departments, Forts, Fire Stations, NecroTech, Factories, and Auto Repair Shops). They do not find the same things as survivors. Instead, there is a 50% chance that they will find/make something usuable as a club. A club acts the same as any other blunt weapon (10% to hit, 2 damage) but Zombies can buy two skills that improve their performance radically.

Those skills are under Vigour Mortis:

Smashing: The zombie can swing a weapon with great speed and agression. +20% to hit with blunt weapons, like clubs, and +1 damage. However, after each attack there is a 16% chance that the weapon breaks, hit or miss.

  • Crushing Blow:The zombie can now attack so fast and hard that they get another +20% to hit and +1 damage with blunt weapons. The break chance remains at 16%.

Blunt weapon damage can go as high as 2 Damage/AP. Compared to 1.71 for a zombie hand attack and 1.52 for Bite, it is quite high. But, you also realize that it has a 16% chance of breaking, meaning that zombies have to constantly restock on Clubs after they are brokwn. When you add in MBA, the first blow from a club does 0.666666666 damage/AP, due to the cost for searching in a ransacked building, under the best of cirmustances.

This suggestion basically give zombies a new weapon, and a way to use territory that they gained already. Hopefully, this makes them scary and fun.

Keep Votes

  1. I like it. Its packs a hell of a punch with all the upgrades, but the high break chance it means that its not too overpowered... and besides, the zombie will have to spend precious Ap finding a new one. One question though - if the club breaks, is the damage still dealt? --Khallos 21:45, 30 April 2007 (BST)
    Yes. And, it might be good to have a proper format for singing a vote. Place a # sign right before the vote and then press the signature button after you written your vote. Thanks for voting for my suggestion, and sorry for the inconvince caused above.--ShadowScope 21:43, 30 April 2007 (BST)
  2. Keep I liked this when it was in suggestions. Just a little scared now of club weilding zombies!--Seventythree 23:00, 30 April 2007 (BST)
  3. Keep- Zambah zmazh!--Grigori 01:49, 1 May 2007 (BST)
  4. Keep - Always thought that zombies should be able to use blunt weapons more effectively anyway... that's in genre, IMO. Don't take much coordination to whack someone with a lump of 4x2 -- boxy T L ZS Nuts2U DA 09:10, 1 May 2007 (BST)
  5. keep - I like my idea so much I'll vote for it... I ment to put this up at some point, but never got round to it. Anyway, its here now. The Mad Axeman 10:04, 1 May 2007 (BST)
  6. I wasn't even going to vote on this... but since people are clearly playing a different game than me... I suppose I have to... ZOMBIES CAN USE ITEMS!!! not just 1 or 2... like... all melee weapons... This just gives zombies a Shotgun/Pistol equivalent. A high attack method that requires searching.... dude... come on... how much more balanced could this get? Oh... also, first scene of Night of the Living Dead. Out of genre my ass.--Ev933n / Talk PPGC 18:58, 1 May 2007 (BST)
  7. keep - Zeds need a little something more.... --Poodle of doom 15:31, 13 May 2007 (BST)
  8. Author's Vote: I never do this, but I only do it here just to get it away from Peer Reject and into Peer Undecide.--ShadowScope 18:49, 14 May 2007 (BST)

Kill Votes

  1. Kill - Blah blah blah, Zombie Survival Guide, blah blah blah, out of genre, blah blah blah, dead don't look for stuff, blah blah blah, no hand-eye coordination. Blah.--Lachryma 00:30, 1 May 2007 (BST)
  2. Kill - But only if I can tie a rat to it. - JedazΣT MC ΞD GIS S! 23:51, 1 May 2007 (GMT)
    Re: Yes the stick with a rat tied to it!! RAF Lt.G Deathnut RAF 04:27, 1 May 2007 (BST) Non-author Re struck. --Ducis DuxSlothTalk 06:54, 1 May 2007 (BST)
  3. Kill - Sonofagun18 05:37, 1 May 2007 (BST)
  4. Kill - Allthough the basic idea is good, it's simply to overpowered. The skills are simply to good. - BzAli 10:19, 1 May 2007 (BST)
  5. Kill - similar idea came to me once, but after a thought i decided that i don't like it. zombies don't use objects --Duke GarlandLCD 10:36, 1 May 2007 (BST)
  6. Kill - It's a nice idea in theory but it's too similar to how survivors work (more powerful weapons have to be restocked by searching) and this game's strength is in differences between zombies and survivors. I also think it's genre-breaking and overpowered. MAYBE I'd go for it if it weren't so similar to survivor mechanics and if it weren't so overpowered. Zombies with poor coordination can hit 50% of the time with a crude club when the most skilled survivors in the area can only hit 40% of the time with an axe that's been designed and balanced to swing? And it does 33% more damage? Even with zombie strength I'm not buying it. Also, 50% is a very high search rate. Look at existing numbers before you design something. This might work and be less unbalanced if it was an "low chance high damage weapon" like a flare gun -- zombies rarely hit with it, but they do more damage than they would with a bite/grab, and then the club frequently or always breaks, also like a flare gun. --Rasi 07:54, 1 May 2007 (EST)
  7. Kill -When maxed out the average damage is 1.51HP/AP. That is reasonable for a limited use weapon. But a club wielding bunch of zombies would spoil the game for me.--Vista 11:47, 3 May 2007 (BST)

Spam/Dupe Votes

  1. Strong Kill -No double-edged skills, and the basic reason given for the suggestion is flawed- humans can hold territory? AH HA HA no.--AlexanderRM 02:41, 4 May 2007 (BST)