Developing Suggestions

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Developing Suggestions

This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.

Nothing on this page will be archived.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.


Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.


How To Make a Suggestion

Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change, etc. Basically: What is it? and Is it new, or a change?
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check you spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
  • Suggestions with no new discussion in the past week may be removed.
  • If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.

This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.

Suggestions in Overflow: No suggestions currently in overflow.


Please add new suggestions to the top of the list


Suggestions

Rifles

Timestamp: Degree7 21:57, 8 August 2009 (BST)
Type: New Weapon
Scope: Humans
Description: Well, my idea is that players would be able to find rifles in sport stores or gun stores in the malls and maybe in Armouries. When you initially find the rifle, you have a small hit chance with it and must upgrade by buying 'marksman training'. Once upgraded, they can sight ahead with the rifle one block in any direction and be able to shoot a target from there. If you enter a tall building, you can do this as well. Additionally, you can choose to upgrade to 'advanced marksman training', where you then have to look for a telescopic sight in a hardware or sports store store. Once found, you can attach the scope to your rifle. With a fully upgraded sniper rifle, you can sight two blocks in any direction from the ground, but if you enter a tall building (tower, hotel, buildings) you can use the scope to sight 4 to 5 blocks in any direction and be able to shoot or pick off targets within your line of sight. Ammo would be in the form of .22 bullets, also found in sports stores. You find these bullets individually. When you fire the rifle once, you must reload another bullet in. Costs 1 AP to fire and 1 AP to reload. Additional upgrades could include 'steady aim'(increased hit%) for experienced marksman.

My idea was this would add the factor of snipers on tall buildings to act as marksman, to protect safe-houses or just to gather XP by sniping Zombies. I also thought it would be interesting if the maybe the Scout class started out with a sniper rifle, but I'm getting ahead of myself.

Rifle:

Effects: Increased peripheral vision (3x3 grid)

Damage: 12 points (10 against flak jacket)

Base accuracy: 5%

Capacity: One .22 bullet

Locations: Mall Sports Stores(5%), Armouries(2%), Mall Gun Stores(1%)

Encumbrance: 8%

Starting Skill: 5% accuracy

Basic Firearms Training: 20% accuracy

Marksman Training: 35% accuracy

Advanced Marksman Training(requires telescopic sight): 50% accuracy

Steady Aim(requires Advanced Marksman training): 65% accuracy

.22 Bullet:

Locations: Malls Sports Stores(7%), Mall Gun Stores(3%), Armouries(5%)

Encumbrance: 2%

Discussion (Rifles)

No more guns! And no ranged weapons, no attacking from a distance, and especially not from inside, where you are invulnerable to counterattacks. This has been suggested approximately 1 million times before -- boxy talkteh rulz 02:22 9 August 2009 (BST)


Rifles (continued)

Timestamp: Degree7 01:42, 9 August 2009 (BST)
Type: New Weapon
Scope: Humans
Description: ...Costs 1 AP to reload one .22 bullet, by clicking on the bullet (rifle had hold maximum of one round at a time)


Telescopic Sight:

Effects: Increased peripheral vision (5x5 grid, 9x9 grid)

Locations: Sports Stores(3%), Armouries(2%)

Encumbrance: 2%


When finding a telescopic sight and upgrading to 'advanced marksman training', you can then click on the telescopic sight to attach it to your rifle. Once attached, players can use the sight on their rifle to look 2 blocks in each direction from the ground. By entering a tall building, the player can then look ahead 4 blocks in each direction and observe a count of zombies and survivors. You then have the ability to attempt to fire upon whoever you can see in your field of view, with the cost of 1 AP.

ADDITIONAL DETAILS:

This is just a rough idea I've outlined, so any advice on whether this is too overpowered or useless, or maybe some suggestions on how to improve upon this idea if you like it, would be appreciated.

As for any argument that this costs too much AP, all you'd have to do (when fully upgraded) would be stay in one building and pick off anyone outside. But an element of strategy is added by the fact that you can't stay in one building for too long, since maybe it could be implemented that when shot at, players are able to identify where the shot came from. This could prevent snipers from becoming too overpowered.

NOW! I know this is already in the peer rejection page, but just give this idea a chance for discussion one more time.

I have this feeling that this could work brilliantly if we all just take our heads out of our asses. In fact, I've looked and failed to find an article about rifles that relates to this. Perhaps someone could post a link?

Discussion (Rifle)

Congratulations! It's a dupe!--Orange Talk 22:19, 8 August 2009 (BST)

Are those ALL from November 2005?--Yonnua Koponen Talk ! Contribs 22:20, 8 August 2009 (BST)
RE: - Shame! This idea is completely different and more balanced than those posted in Nov 2005 ==The Inquisitive Visiting of the Departed by Midnight (Part 1)==
A minute narrative
Malton chronicle.jpg This story is part of the Malton Chronicles.
This story is fan-made, and is not officially part of any background history for Urban Dead.

The Occasion began many nights ago, my fellow reader, on the evening of the fifth and twenty in late fall, perhaps October. My recollection is not what it formerly was, as I find my nature now prematurely submitting to forgetfulness and the tendency to …digress. I’ll be obliged to act contrite for my deviancy, for ever from the time when I took a rather nasty bump on the head that fateful night at Bleakford Manor, my ability to recall proceedings has deteriorated rapidly. Come this winter, I am on tenterhooks to fall ill of health most expectedly, as countless unfortunate souls in this once prominent country have at present. But not from traditional provocations as of old. The once feared dilemmas of ailment and syndrome are nowadays quite trivial when compared to the now prevalent crisis that humanity has undergone. Is enduring, I might add with aversion.

As I inscribe my memorandums in this rather elegant leather clad diary (most candidly, it must have cost quite a pretty penny to purchase a volume of this elegance; for I found it while probing around in the upstairs study), the clock has struck twelve, it’s resonating chimes now bringing to me images of kismet and apocalypse. I reside, dear reader (wherever you may be when you read this) in the living area of an old cottage, where ten surviving persons and I are secluded in a momentary shelter. There is a calm fire, kindling by my side in the hearth, and its warm glow casts gentle shadows across the room. I once was incapable to decipher the time of day, for all the timepieces in the dwelling had abruptly halted, had I not found the key to wind up the old grandfather clock in the corridor. The windows and doors are boarded up to such an extent, that no natural light is able to shine its rays inside. Indeed, not even a sliver of luminosity, save the rather mellow radiance of the inglenook. How I yearn to venture out into the wide world, cherished reader. But the accolade does not compensate for the impending hazard. If I endeavour to leave, I would very well jeopardize my own dear life and those of my compatriots. I cannot risk departing back to the civilization I once knew. No qualm is yet intended, but as of yet I am almost ascertain that the world I once knew now no longer subsists. As the clock has now seized its strike, I realize that I have hitherto to acquaint with you my tale. I go by the name of Robert Carson, and at one point in my time, that name and repute meant all the world to me. But now, none of that world is left. I do believe it is the year of 1849… yes; most undoubtedly it is, for a year ago yesterday was the hour of darkness where I made my initial encounter with the creatures of demise, the pitiless wrath of the hand of deity…


I made my arrival at Bleakford by daybreak. I rode there in the Manesmith Family carriage that belonged to my father, him being generous enough to allow me to ride in the coach all the way there. I traversed for fifteen hours across lush countryside and the through the rather placid town of Malton, all the while transcribing in my personal diary my thoughts of the hectic past few days (despite the aggravating bumps and pitch of the carriage). My travel was hardly an eventful one, but it was the circumstances for which I was being ridden to Bleakford Estate that were significant.

Harold Baloon (a bizarre name for an ever more eccentric man), an associate of mine whom I used to work with in Shropshire, had invited me over to his uncle’s residence for a turkey shoot and banquet at Bleakford. In recent months, I had become rather jaded with the trivial and dull compliances of everyday monotony at Manesmith house. When offered by Harold a chance to partake in an event of a rather exciting social gathering, I jumped at the opportunity to attend the occasion. Most certainly there would be a remarkable congregation of notable personage, which made the attendance of such a jamboree all the more appealing. Indeed, the Baloon name was one well known on the south coast of England. Were you to be armed with a kind word or two from the kin, then the mere mention of the family name could unlock back doors that one had known little about in the first place. Such was the value to attend such a meeting as this one proffered to me by such an important and close friend of mine. Thus, I hesitated nought to get my amiable rear over to Bleakford as soon as possible.

It wasn’t until I had reached the town of Malton (not three miles from Bleakford Manor itself), that the thought popped into my head that perhaps it would be seen as rather too keen and, frankly, overenthusiastic to show up at the manor on such an early and unforeseen hour. I have been self flattering in the past by thinking of myself as a romantic, passionate and fervent man, who is devoted to the quintessential importance of time and punctuality. On the other hand, I did not want to portray my image as that of being over eager, lest it be seen as a sign of weakness, and I most certainly didn’t need such admirable hosts thinking of my presence there as bothersome. By arriving too early at Bleakford and disrupting what was no doubt the tenant’s hour of rest before the merrymaking began, I risked my reputation as a welcomed guest. Harry was not a very pleasant man in the mornings, either. Feeling rather alarmed that I had been so oblivious to making the mistake of showing up before any of the other guests; I abruptly called for the driver to halt the carriage next to any Inn that he saw fit.

“Aye sir!” called the driver. “I’ve been round these ‘ere parts m’self. There ‘appen’d to be a mighty fine lodging not but down this ‘ere road.”

And he was right. The coach bucked to a stop next to the tavern, the Hare’s Foot. A cordial name for such a locale, if there ever was one.

“Ah, what a pleasant little abode,” I chimed, gazing up and down the road for signs of life.

The cobble street was lined on both sides by an assortment of cottages and dwellings, but was entirely devoid of populace. The only light came from the windows of the Hare. Soon those lights would go out, as the sun had already begun her ascent.

“Get my baggage, would you Meryn?”

With the driver, Meryn, carrying my bags, I strode into the Inn. The inside of the Hare’s Foot was surprisingly cosy and warm. Quite hot in fact. A fire crackled away in the corner, beneath an elegant mantle piece. Taking off my overcoat and folding it over my arm, I approached the unmanned bar. On the side was a small bell, the kind that you pressed to ring for the barman. I rang and rang for him to no avail.

“Hello?” I called. “There is a waiting guest here!”

“Oi!” cried Meryn, making me jump with his coarse tone. “We’ve got ‘is lordship ‘ere waitin’ for ye!”

“Shush, Meryn,” I hissed. “Not so damned loud.”

I crept over to the empty bar and took a peak what was behind. I spotted a club tucked away beneath, no doubt used by the barman as a means of self defence, meant for rowdy pub goers or trouble. And there also lay a note.

“Must be asleep, the wallop,” commented Meryn, still holding my bags.

“I don’t think there’s anyone here at the moment,” said I, transfixed by the letter. I deftly snatched it up and quickly read the message. It was written in hurried short hand, no doubt because the writer was hastening.




John,

I’ve run into trouble upstairs. One chap staying in the room upstairs tried to kill me when I went up there this morning. Bastard damn near tried to rip my throat at with his teeth. He was like a bloody animal, gnashing away and scratching at my face. I locked him in his room and gone to get help. Don’t bother going in there, as he’s dangerous and I’ve got the keys. I have gone down to the cemetery, I’ve got an idea that there might be something going on with Joan. I know she’s been dead for over a week now, but something tells me there’s a disturbance down at the graves. Wait here for me John. If I’m not back by eight o’ clock then leave Keltswick as quick as you can. Something bad is about to happen here, I can feel it.

Anton




I glanced up from the paper and observed the staircase leading up to the rooms on the second floor. The letter made little sense in its hurried state, but the notion of a crazy man locked away upstairs brought a tinge of fear to pinch the nape of my neck.

“Appens we oughtn’t to head on off for the Manor, your lordship?” inquired Meryn.

“Ah, first sensible thing you’ve said all day, Meryn. And do refrain from calling me ‘your lordship’.”

“Aye sir,”

“Let us go. I have an impression that the owner is not here at the present moment, nor will be for some time.”

“Aye your lordshi-… sir.”

“After you Meryn,"

There was a bang as the front door swung open behind us. Standing erect in the doorway was a man, one who looked as if he was half terrified out of his mind. He had a panicky look in his eye that only hinted of dilemma. The man stood there and gaped at Meryn and I, his eyes roving across our strange figures in alarm.

I put forward a wary smile. “May I assist you, my good man?”

“Who in God’s name are you two?” he rambled.

“Why, we are but awaiting tenants at this fine lodging-

“Where in hell is Antony?”

His brusque manner alarmed Meryn, who dropped the bags and stood in front of the man. “There be no need for such hostility ‘ere,” said Meryn.

I took a tentative step towards him as well, making sure to keep Meryn between myself and the stranger. “Sir, I beg your pardon, but I have no knowledge of an Antony. Now if we could have a civilized chat, perhaps?”

“I don’t have bloody time for this,” said the stranger, reaching into the waistband of his trousers. He pulled out a pistol and pointed the commerce end in our direction. I took a quick step backwards at the sight of the weapon. Meryn foolishly held his ground.

“Put that object of yourn away now, ye bastard!”

“Shutup,” he ordered, walking towards us. He held the barrel in front of Meryn’s face. Neither man made a move, both being steady as stone. “You,” said the stranger, swerving his aim towards me. “You come with me to the---"

Meryn took action midsentence. He lunged for the pistol, his hand closing around the barrel in an attempt to pull it away from the man’s grip. But Meryn’s opponent was stronger. His madness made him a tough adversary in the face of such resistance. In one quick progression, he knocked Meryn’s hand away and smacked him in the face with the butt of the pistol. Meryn fell to the ground without much fuss.

The man gave Meryn a swift kick before turning his attention towards me. I stood still in shock, cursing myself for having stopped here at all. Bleakford seemed a dim and distant prospect.

“You, with me, now,” he commanded.

“GoodmanpleasetakemymoneyorcarriagepleaseI….” He cut short my babbling by jabbing the pistol in my direction.

“Shut the hell up or I blow your head off!”

I was silent. I eyed Meryn on the floor. He lay motionless.

“Now out the door. Hasten!”

He prodded the weapon into the small of my back and led me out onto the road. Morning daylight had brought the sky to a rosy pink hue. Birds twittered in the trees. Mildew that coated the grass glinted in the early morning sun. The cheerfulness of the scenery only served to highlight the irony of my predicament.

“We’re headin’ off for the cemetery,” said my assailant. “You walk in front of me, down that way. Go.”

I shambled off ahead of him. Not too far though, lest his index finger felt inclined to pull the trigger and launch a ball into my spine.

It was a lovely way to commence a morning.



“My good man?” I pleaded, panic near turning my knees to rubber. “I entreat you; just take all my valuables, dosh, whatever you fancy!”

“I wish not to covet your damned ill-gotten gains!” he retorted. “I’ve spotted more of ‘em beasts down at the garden of remembrance. I suspect your chattels are of little worth now, in the face of such malevolence.”

“Honest to god, I don not understand what you mean!”

“Shutup!”

So he led me on in silence, the sounds of our heels clopping down the cobbled road resonating around us in the cock-crow stillness. My captor continued to lead me on, with no mention of what he intended to do with me.

“Undeniably, these creatures of ruin heed not for the value of worldly wares, nor even for one’s own humanity,” said my captor, breaking the stillness.

“Sir, I beg; I have no idea of what you speak of!”

“Ah, but you shall realize before long, my good man. Only soon.”

As he led me down the road, I could feel the invisible weight of the pistol pressing into my back from afar. Before this day, I had not believed that such insanity could exist in people.

For what I deemed as eternity, we continued to walk down the lane, out of the village, until we took a sharp right, down a path and into the trees. Along this path we went, past the tall and silent oaks, until we stopped at the entrance to the cemetery. It was a gate, with a latin phrase I was not acquainted with lining the top. Past the gateway was a graveyard and the local parish church. If I wasn’t in such a state of dire straits then I would have stopped to admire the sheer beauty of the rather nicely kept grounds and minster. Instead, I was prodded and pushed through the open gate by my captor. A broken padlock, one which I assumed was meant to be fastened onto the gate, lay smashed on the ground. The thought popped into my mind that perhaps Anton, the unseen barman and the chap who my captor was no doubt looking for, had broken into the cemetery. I silently cursed my captor, Anton for involving me in this whole mess, Meryn for stopping in town in the first place… and I cursed myself for having stopped in this this damned town of Malton.











Rifles

Timestamp: Degree7 21:57, 8 August 2009 (BST)
Type: New Weapon
Scope: Humans
Description: Well, my idea is that players would be able to find rifles in sport stores or gun stores in the malls and maybe in Armouries. When you initially find the rifle, you have a small hit chance with it and must upgrade by buying 'marksman training'. Once upgraded, they can sight ahead with the rifle one block in any direction and be able to shoot a target from there. If you enter a tall building, you can do this as well. Additionally, you can choose to upgrade to 'advanced marksman training', where you then have to look for a telescopic sight in a hardware or sports store store. Once found, you can attach the scope to your rifle. With a fully upgraded sniper rifle, you can sight two blocks in any direction from the ground, but if you enter a tall building (tower, hotel, buildings) you can use the scope to sight 4 to 5 blocks in any direction and be able to shoot or pick off targets within your line of sight. Ammo would be in the form of .22 bullets, also found in sports stores. You find these bullets individually. When you fire the rifle once, you must reload another bullet in. Costs 1 AP to fire and 1 AP to reload. Additional upgrades could include 'steady aim'(increased hit%) for experienced marksman.

My idea was this would add the factor of snipers on tall buildings to act as marksman, to protect safe-houses or just to gather XP by sniping Zombies. I also thought it would be interesting if the maybe the Scout class started out with a sniper rifle, but I'm getting ahead of myself.

Rifle:

Effects: Increased peripheral vision (3x3 grid)

Damage: 12 points (10 against flak jacket)

Base accuracy: 5%

Capacity: One .22 bullet

Locations: Mall Sports Stores(5%)

Encumbrance: 8%

Starting Skill: 5% accuracy

Basic Firearms Training: 20% accuracy

Marksman Training: 35% accuracy

Advanced Marksman Training(requires telescopic sight): 50% accuracy

Steady Aim(requires Advanced Marksman training): 65% accuracy

.22 Bullet:

Locations: Malls Sports Stores(7%), Mall Gun Stores(3%), Armouries(5%)

Encumbrance: 2%

Discussion (Rifles)

No more guns! And no ranged weapons, no attacking from a distance, and especially not from inside, where you are invulnerable to counterattacks. This has been suggested approximately 1 million times before -- boxy talkteh rulz 02:22 9 August 2009 (BST)

This violates shooting through barricades; did you even read the Suggestions Dos and Do Nots? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:08, 9 August 2009 (BST)
RE: - Not from ALL barricaded buildings, only tall buildings. It would be implied that they are shooting from a vantage point on the roof or from a window.--Degree7 06:04, 9 August 2009 (BST)


For all the "your not supposed to go outside to attack/kill zombies" rhetoric we hear over and over, why would it matter (for those players) that you can shoot into another square?--Pesatyel 05:35, 9 August 2009 (BST)

Because it allows humans to mow down zombies while protected by barricades and at zero risk of a counterattack. don't mess with barricades and no shooting through barricades. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 05:44, 9 August 2009 (BST)
Actually, there was TWO PARTS to the suggestion. I focused on one (shooting into another square from outside) and you answered by commenting on the other part. OF COURSE shooting through barricades is stupid. That's why I didn't focus on it. Would you like your "epic fail" to apply to your response? Or give me a better one?--Pesatyel 05:05, 11 August 2009 (BST)
RE: - That's incorrect, the rifle would be a slow and unwieldy weapon. At a cost of higher AP than a shotgun, only able to be used efficiently from a tall building, but adds a bit more tactical choice to the game, it would hardly be a machine gun.--Degree7 06:09, 9 August 2009 (BST)
It doesn't matter, it still violates no shooting through barricades. If you don't believe all of us, though that is the whole purpose of this page, then take it to voting; we'll grab our binoculars and watch it get shot down in flames from a safe distance. Just in case it didn't make enough of an impression below:
AngryLulu.jpg THIEF
This user has stolen a template from Lelouch vi Britannia! He is not amused. Feel free to point, laugh, and generally mock anyone other than Lelouch who posts this.
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 06:47, 9 August 2009 (BST)
Defiance
RE: - It's easy to put up a picture describing this as an 'epic fail' without having the balls to take a look at this perfectly acceptable suggestion ---> http://wiki.urbandead.com/index.php/Suggestion:20080804_Hunting_Rifle

Maybe it would surprise you to know that there are users out there looking for a good way to implement the rifle into the game. And you're not actually shooting through barricades, you would technically be shooting over them from the top of a building. It wouldn't be realistic if you could shoot bullets through a barricades, silly.--Degree7 07:45, 9 August 2009 (BST)

Look, this suggestion is horrible; it's a piece of spaminated crap that will get shot down in flames. Either listen to what all of us are saying and drop it or take it to voting already. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:53, 9 August 2009 (BST)
It's implied that "shoot into another square" either means "shoot from inside to outside the same square," "shoot from outside to an adjacent outside square," or "shoot from an inside square to an adjacent outside square." The only one missing is "shoot from an inside square to an adjacent inside square," as that one doesn't make a lick of sense. All three sensible options mean killing targets outside - hence why it matters. --Bob Boberton TF / DW Littlemudkipsig.gif 05:45, 9 August 2009 (BST)
It's a figure of speech. --ϑϑ 11:04, 9 August 2009 (BST)

Gotta say, although I'm not arguing in favor of this weapon, and in fact think it sucks, I question the validity of the longstanding objection to sniper rifles as a "game breaker" weapon. They've been called "x-ray vision", it's been said that they would allow survivors to fire from inside 'caded buildings without a chance for zombie retaliation, etc., but I don't find any of that to be a significant problem. As it stands, human/zombie simultaneous combat rarely occurs. The game isn't designed for it. If you're active at the same time as a zombie and in the same place, it's a rare coincidence. And survivors, being what they are, are always better off running away under those circumstances. They very rarely stand and fight, and if they do they watch their HP carefully so they know when to break off combat and flee, something they can't be stopped from doing. What combat in Urban Dead usually amounts to for survivors is spending 1 AP to step outside, blasting a crowd of comatose zombies, and spending 1 AP to step back inside. So the real effect of this is just a savings of 2 AP. If they target the next block, it saves 4 AP. Significant, but not game breaking and could be compensated for by making ammo harder to find and/or making the weapon less accurate than others. Zombie combat will still require breaking down 'cades and entering buildings to get at the harmanz, which this doesn't affect at all, so what's the big deal?--Necrofeelinya 00:18, 10 August 2009 (BST)

The one big issue I have is that it will mean that trechcoaters (and other combat orientated survivors) will never (yes, never) need to go outside at all. They can barricade to the extreme, and do all their XP farming from indoors. If you think overbarricading is a problem now, just give them this update.
The place where real time combat is most likely, is when there is a large horde outside the building. Allowing survivors to sit inside an adjacent building and fire into the mob means that none of those zombies (not just the one being attacked) has a chance to do damage in return. I personally like to infect silly trenchies who sit in a mob of 50+ zombies and shoot at them.
It also encourages counter-productive survivor tactics. Once you have the basic skills, going outside to blast zombies is not in your, or the survivors cause's interests. You are much better off using the AP to search and barricade and save your ammo/AP to repel any break ins -- boxy talkteh rulz 04:11 10 August 2009 (BST)
True, I didn't take into consideration the 'cading difference. It would allow overcading. But still, if the ammo were extraordinarily hard to find and the rifle weren't very accurate, it might be worthwhile. I just think that since we get this suggestion practically every few minutes here, maybe there could be a way to make it work... not the way suggested, of course, since this weapon clearly sucks, but just some means of giving the players something that every armchair Rambo and his granny seems to want desperately to see implemented in this game.--Necrofeelinya 00:55, 11 August 2009 (BST)
RE: - Rifles would not be so overpowered as to be able people to sit on their asses all day and farm XP. For starters, rifles need XP to level up their accuracy and damage, and even then only ever work as a passive defensive measure. They could even work in conjunction with binoculars (instead of scopes), allowing you to observe surrounding blocks and their inhabitants and allowing you to attempt to apply some damage to a zed or two. Also, think about where rifles are used. They would only be serviceable on tall buildings, meaning eventually you'd have to get up and go look for more ammo in the sporting stores in the malls.--Degree7 04:41, 10 August 2009 (BST)
This is NOT passive, and IS overpowered. Give up on explaining this idea's flaws boxy; if he won't listen then he'll just have to learn the hard way. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:47, 10 August 2009 (BST)
RE: - Lelouch, why don't you shut the fuck up?--Degree7 04:53, 10 August 2009 (BST)
Because that's what this page is for, and this idea is a moronic dupe written by someone too stupid to read the sign at the top of the page saying no sniper rifles, much less any of the detailed suggestions literature. Don't take my word for it though, take it to voting if you don't believe me. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:56, 10 August 2009 (BST)
RE: - I believe that you're an asshole. All you've ever done is post giant pictures citing the suggestion as 'epic fail' without even bothering to hear me out. Nor do I agree with the rules of this wiki, I find it to be very biased. Just because a shittier suggestion has been made in the past about the same subject, does not mean an improved version would be a duplicate (although I'm going to rework on my suggestion to suit some requests). Anyways, you suck at making counterpoints and at offering constructive criticism to the point that all I can assume you are is a fat old, grumpy troll.--Degree7 05:08, 10 August 2009 (BST)
We've already "heard you out" at least a dozen times with other suggestions for a third firearm. It's just not feasible. If you want to put it do a vote, just do that. --Bob Boberton TF / DW Littlemudkipsig.gif 05:34, 10 August 2009 (BST)
Do me a favor and scroll down a bit to look at that list of rifle suggestions. Tell me, what do you see?--Degree7 06:10, 10 August 2009 (BST)
More of the same. --Bob Boberton TF / DW Littlemudkipsig.gif 07:01, 10 August 2009 (BST)
Try again.--Degree7 22:09, 10 August 2009 (BST)
DUDE. This page is for discussion. THE WHOLE FUCKING PAGE. If you are not going to listen, please take your suggestion to voting so it can get spaminated. PLEASE


DISCUSS OR DIE
DISCUSS OR DIE
DISCUSS OR DIE
DISCUSS OR DIE
DISCUSS OR DIE
DISCUSS OR DIE
DISCUSS OR DIE

--Orange Talk 22:53, 10 August 2009 (BST)

Only if you can get blue tiger, and red tiger like codmw. and get scopes and shit, like ya that would be dope. and like a silencer so... o shit that would be dope a silencer for your pistol... and then like you can hear gunshots unless you got a silencer. but ya tat would be funny as shit.--Agunin_Anoven 09:32, 10 August 2009 (BST)

Look, Degree I'm all in favor of things that have never been done before, I am in the process of writing an AOE so believe me I know how it is to try something new. However in this case I agree totally with boxy and lelouche though, No aiming into other blocks or across barricades, across other blocks would be exceptionally hard on a server as well as making Pkers with rifles gods. As for trans-barricade shooting, it would overpower survivors to the point of stupidity, we weould never lose a mall if we could shoot through cades, I'm sorry but in it's current status it is still too overpowered you might try a revision but otherwise I don't see this working. @Agunin, You can't attach a silencer to a standard rifle and make it effective, the bullet travels too fast.-Devorac 22:34, 10 August 2009 (BST)


Rifles (continued)

Timestamp: Degree7 01:42, 9 August 2009 (BST)
Type: New Weapon
Scope: Humans
Description: ...Costs 1 AP to reload one .22 bullet, by clicking on the bullet (rifle had hold maximum of one round at a time)


Telescopic Sight:

Effects: Increased peripheral vision (5x5 grid, 9x9 grid)

Locations: Sports Stores(3%), Encumbrance: 2%


When finding a telescopic sight and upgrading to 'advanced marksman training', you can then click on the telescopic sight to attach it to your rifle. Once attached, players can use the sight on their rifle to look 2 blocks in each direction from the ground. By entering a tall building, the player can then look ahead 4 blocks in each direction and observe a count of zombies and survivors. You then have the ability to attempt to fire upon whoever you can see in your field of view, with the cost of 1 AP.

ADDITIONAL DETAILS:

This is just a rough idea I've outlined, so any advice on whether this is too overpowered or useless, or maybe some suggestions on how to improve upon this idea if you like it, would be appreciated.

As for any argument that this costs too much AP, all you'd have to do (when fully upgraded) would be stay in one building and pick off anyone outside. But an element of strategy is added by the fact that you can't stay in one building for too long, since maybe it could be implemented that when shot at, players are able to identify where the shot came from. This could prevent snipers from becoming too overpowered.

NOW! I know this is already in the peer rejection page, but just give this idea a chance for discussion one more time. I have this feeling that this could work brilliantly.

Discussion (Rifle)

Congratulations! It's a dupe!--Orange Talk 22:19, 8 August 2009 (BST)

Are those ALL from November 2005?--Yonnua Koponen Talk ! Contribs 22:20, 8 August 2009 (BST)
RE: - Shame! This idea is completely different and more balanced than those posted in Nov 2005 Degree7 21:24, 8 August 2009 (EST)
It's been done before, and pick the common theme... voters don't want rifles -- boxy talkteh rulz 03:36 9 August 2009 (BST)
Now, now; let the poor fellow down easily. -George Zip ◆◆◆ 00:17, 9 August 2009 (BST)

Sigh. --ϑϑ 01:30, 9 August 2009 (BST)

No more guns! And no ranged weapons, no attacking from a distance, and especially not from inside, where you are invulnerable to counterattacks. This has been suggested approximately 1 million times before -- boxy talkteh rulz 02:23 9 August 2009 (BST)

RE: - You're not invulnerable to counterattack, as the sniper rifle would only really be useful on tall buildings Degree7 21:24, 8 August 2009 (EST)
How the fuck does a zombie reach you on top of an EHB tall building... you're invunerable, unless they get a couple of their mates to first knock down the barricades for them. You want to attack zombies outside (a stupid thing to do in any case), you go outside and do it -- boxy talkteh rulz 03:36 9 August 2009 (BST)
RE: - Look at this suggestion for a rifle. It's absolutely brilliant, and was completely looked over, with no valid arguments made against it's purpose. http://wiki.urbandead.com/index.php/Suggestion:20080804_Hunting_Rifle

The whole idea of the sniper is not that their 'invulnerable', because Tall buildings don't populate every corner of the map, and the rifle's stats can be adjusted to work as a passive defense. I refuse to scrap the potential this feature could have just because people shut down each suggestion down because of a dozen crappier ones in the past. I'm going to keep fighting for this suggestion.--Degree7 05:58, 9 August 2009 (BST)

Please explain how a sniper on top of a tall, barricaded building would be vulnerable to attack from the zombies on the street that he's happily shooting at (like fish in a barrel)? The only way to make this suggestion anyway acceptable is to make the tops of buildings accessible from the street (via fire escapes), and let survivors access them either from the street or from inside, but not let survivors re-enter them, unless the barricades are below VSB -- boxy talkteh rulz 08:38 9 August 2009 (BST)
RE: -The rifle wouldn't be so over powered that it would be able to pick off a group of ten zombies with 50 AP. It would only be useful to discourage smaller amounts of Zeds, like two or three.--Degree7 09:35, 9 August 2009 (BST)
It does 12 damage, and zombies can't fight back. What do you think would happen if a bundle of twenty-four survivors, each active for an hour a day, sat in one tall building with these. They'd be invincible. Now, multiply that by a billion.--Yonnua Koponen Talk ! Contribs 11:24, 9 August 2009 (BST)
RE: - OK, how much damage the weapon does is a changeable concept, it's not worth shutting down an idea because of it. The amount of damage a weapon does can be adjusted whenever. Secondly, it could be implemented that perhaps only one shooter at a time can fire from a tall building with a rifle, implying that there is only one suitable platform that allows players to survey the surrounding area, and only one person at a time can fit on it. If not, then smaller groups of zeds can choose to avoid tall buildings. But rifles would hardly pose a serious threat if they were merely a defensive weapon, with a lower accuracy or damage rate.--Degree7 04:51, 10 August 2009 (BST)


Also, one of the major reasons extra guns are not wanted is that it will be a waste of encumbrance space, one more gun, and ammo type, to carry around, and to find for just another gun. Look here -- boxy talkteh rulz 08:38 9 August 2009 (BST)

RE: - Rifles and it's ammunition would only be found in Sporting stores. Plus, experience would be required to use it efficiently.--Degree7 09:35, 9 August 2009 (BST)


AngryLulu.jpg THIEF
This user has stolen a template from Lelouch vi Britannia! He is not amused. Feel free to point, laugh, and generally mock anyone other than Lelouch who posts this.
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:13, 9 August 2009 (BST)

I appreciate that you want to talk about the merits of your suggestion without bringing up the boneyard of failed rifle ideas. So let's talk about it. The big problem with your proposed rifle is in its ability to attack targets from a block away, and that is really what sets it apart from other weapons.

If you think about it, all weapons in urban dead are essentially melee weapons. You must always be standing in the same location as your target in order to use any weapon. The key issue here is balance. The various weapons in urban dead have proven themselves to be balanced, and ALL OF THEM have an effective range of zero. This system is not broken.

As awesome as it would feel to snipe your enemy from a couple of blocks away, and as realistic as it may be, this would offer an unbalancing and completely unprecedented advantage. After blowing the head off a zombie from the rooftop of an EHB tower, that shotgun would start to feel pretty useless. Please consider the way the game is currently designed. Does your proposed weapon work with that design? No. Your rifle would introduce an entirely new mechanic, damage from a distance, which has been (presumably) intentionally omitted in UD. Let's not trash the foundations of the game for the sake of adding a cool gun.--GANG Giles Sednik CAPD 09:24, 9 August 2009 (BST)

RE: - I completely agree. My idea is fundamentally flawed. But after some observation, I think I can rework this to possibly suit the game mechanics. I'll come back to you guys with a simpler work around of this. I honestly think that the rifle CAN be implemented simply and harmlessly, while still serving a purpose to the games formula. It's not completely a lost cause. Just have some patience. After all, the discussions page is just what it is, the discussions page. Not where the voting takes place. We can bring this idea back from the dead with a bit of a make-over. Is it possible for me to remove this post and fix it?--Degree7 09:31, 9 August 2009 (BST)
Yes, you can remove your sections from this page. Some people have pages in their user space where they work on suggestions. For example, you could put it at User:Degree7/Rifle, or User:Degree7/Suggestions/Rifle. You could then put this discussion on the talk page, if you want to save it for later reference -- boxy talkteh rulz 11:19 9 August 2009 (BST)

This is a good idea all these asshats on the wiki are so against anything that changes up the game, although zombie kinda need an attack boost--DOWN WITH THE 'CRATS!!! | Join Nod!!! 02:01, 10 August 2009 (BST)

If all the "asshats on the wiki" hate change, then why is there a suggestions page? Why are there peer reviewed suggestions? Furthermore, as you yourself are in fact someone on this wiki, does this not mean that you are:
  1. An Asshat
  2. Against Change
If so, GTFO.--Yonnua Koponen Talk ! Contribs 13:45, 10 August 2009 (BST)

Junk

904039 Shyamsul 21:24, 8 August 2009 (EST)

Now, now; let the poor fellow down easily. -George Zip ◆◆◆ 00:17, 9 August 2009 (BST)

Sigh. --ϑϑ 01:30, 9 August 2009 (BST)

No more guns! And no ranged weapons, no attacking from a distance, and especially not from inside, where you are invulnerable to counterattacks. This has been suggested approximately 1 million times before -- boxy talkteh rulz 02:23 9 August 2009 (BST)


Chainsaw

Timestamp: Kite 10:43, 8 August 2009 (BST)
Type: New Weapon
Scope: Humans and Zombies
Description: Well my idea here is that it would be an ammo-fed melee weapon. It would only be useful with fuel cans, otherwise it only does 1 damage, zombies will be able to use this, but if they did, even if it is fueled would only do 1 damage.

Chainsaw:

Effects: None.

Encumbrance: 15%

Can be found in - Mall-Hardware Stores 5%, Factories 1%, Junkyards 3%, and Warehouses 0.5%.

Lighted Search rates - Mall Hardware Stores 7%, Factories 2%, Junkyards 4%, and Warehouses 1%.

Base damage per hit: 1

Base to hit %: 10%

Upgraded to hit: 30%

Skills which upgrade to hit %: Hand to Hand Combat

Special abilities: When fueled does 3 more damage. Zombies cannot use the extra 3 damage.


Ammo: 1 Fuel can=10 Ammo

Reload: Takes one AP to fuel Chainsaw with Fuel. Fuel is taken from the inventory when used.

Ammo Limit: The chainsaw can be loaded with 20 Ammo max.

Ammo use: Uses one ammo for every attack, successful or not.

Even if you only used 4 ammo and the Chainsaw still had 16 ammo if you fueled it the Fuel Can will still count as used and will be removed from the inventory. Note: If there's a generator in the building and you want to reload the Chainsaw, not the generator, then you click the Chainsaw button in the inventory.

Discussion (Chainsaw)

I'm pretty sure that chainsaws are a pretty old and recurring dupe. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:24, 8 August 2009 (BST)

This is weaker than a fire axe when you have it fully advanced. So really, it's just another useless weapon.--Yonnua Koponen Talk ! Contribs 17:28, 8 August 2009 (BST)


Lab Experience Improvement?

Timestamp: Mooman72v2 06:42, 7 August 2009 (BST)
Type: Skill Change
Scope: Players with Lab Experience Skill
Description: Here's the Idea: Since players with Lab Experience aparrently know how to use the revivification syringes, why can't they help other players do it? My idea is that if someone without Lab Experience (Which I will now start referring to as LE to save time) has some revivification syringes, why couldn't someone with LE help the other person do so. First, there will be a setting for the players with LE: Auto-Help with syringes? ()yes ()no ()ask first

Anyways, when a person without LE who has some revivification syringes is in the same building or block with a zombie and a person with LE, thye could ask the person with LE to help with using the syringes. The person with LE, depending on their setting, will either help, not, or ask when the person logs in. The person who is helping will use 1 or no AP, while the person without LE will use the full 10 AP. The XP from said zombie will be split so that both players recive 5 xp. There could also be a small to medium chance that the person being helped will not understand the instructions, and waste the syringe or not use it. Only one AP will be used in this case.

Discussion (Lab Experience Improvement?)

Why? --Bob Boberton TF / DW Littlemudkipsig.gif 07:35, 7 August 2009 (BST)

So folk can more easily clear buildings with low level zergs? --Honestmistake 08:22, 7 August 2009 (BST)

Useless, overcomplicated, and game-breaking; did you even read the Suggestions Dos and Do Nots? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:38, 7 August 2009 (BST)

Aside from the fact that I think it is a bad idea, how would the "ask first" option work? What if the person with the syringe left the area before the person they asked help from logged in? --Uberursa 19:16, 7 August 2009 (BST)

As Honestmistake mentioned this would present serious zerging problems. Also, you have to consider that it is "fun" for players to level up and buy the skills to do things. If you follow this line of reasoning we would have level 42 players helping newbs fire off shotguns and search more efficiently for ammo and perform surgery and ransack buildings etc.--GANG Giles Sednik CAPD 19:43, 7 August 2009 (BST)


iPhone App (2.0)

Timestamp: ChiTownBear 09:13, 4 August 2009 (BST)
Type: Game Extension?
Scope: players with iPhones and iPod touches
Description: Just a simple, easy to use iPhone app. There could be a city made just for the app users. Also, the app would be able to stay logged into all of our accounts so that we lazy iPhone/iPodtouch users won't have to remember our passwords, nor will we have to log out to switch characters. Since the game is free, the app should probably be free too.

Discussion (iPhone App (2.0))

There was a group of players who, early on, were dis-satisfied with Urban Dead, so they made their own game called Nexus War. There is your answer.--Pesatyel 10:29, 4 August 2009 (BST)

Nexus war wasn't made by a group of players. And they definitely weren't dissatisfied.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 17:30, 4 August 2009 (BST)
Obviously I wasn't aware of that, but its moot. He doesn't want to play Urban Dead (which is, basically, what he's saying in his suggestion) he can make his own game.--Pesatyel 04:09, 5 August 2009 (BST)
He doesn't want to go through all that work; he wants kevin to do it for him. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:10, 5 August 2009 (BST)

Again (and again), this is for in-game suggestions. Program your own ap thats compatible with UD, if you're so inclined. --ϑϑ 10:34, 4 August 2009 (BST)

AngryLulu.jpg THIEF
This user has stolen a template from Lelouch vi Britannia! He is not amused. Feel free to point, laugh, and generally mock anyone other than Lelouch who posts this.
As DDR; your idea didn't work the first time and it won't work the second. You were told all of this the first time you posted it, but obviously forgot or ignored all of it; for further evidence of ignorance, this idea is almost a carbon copy of the ridiculous facebook suggestion below. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:52, 4 August 2009 (BST)
As Lelouch's fancy template--Orange Talk 15:54, 4 August 2009 (BST)
The template speaks truth. -- User:The Rooster RoosterDragon User talk:The Rooster 16:05, 4 August 2009 (BST)

You want an app for your lPhone or your OrangeBerry or whatever? You make it. Don't ask Kevan to; there are plenty of other things he could be doing than interacting with hardware he may or may not have and a smelly company. --Bob Boberton TF / DW Littlemudkipsig.gif 16:51, 4 August 2009 (BST)

The only thing redeeming about the last version was the fact that you pathetic iusers were paying for it. Now that it's free, it's completely useless to the rest of us.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 17:30, 4 August 2009 (BST)

Whoa guys, settle down. You act like I'm committing some crime against humanity. To DDR- Where should I suggest this? To Lelouch- I don't know what suggestion you were reading, but this isn't the same as the last one. This is, in fact, the version 2.0 that one of you guys suggested that I should make. To all the haters-
  • What do you have against iPhones?
  • Just because it doesn't benefit you doesn't mean it is a bad idea.
  • I don't know how to make an app, and it isn't my place to make one for someone else's game.
  • Don't bring Kevan into this. You aren't Kevan. This is a discussion between players. --ChiTownBear 20:56, 4 August 2009 (BST)
Tell me why we want Kevan creating a thing that does not benefit the game in any way? - User:Whitehouse 21:41, 4 August 2009 (BST)
It would bring more players to the game, and people who don't go home for days at a time still would be able to play. As for how it benefits people without iPhones or iPod touches, it doesn't, but it doesn't hurt them either. It would benefit the people who can use it, and it won't affect the people who can't. Also since we are already conjecturing about what Kevan would think, wouldn't he love the idea because more players would mean more donations? --ChiTownBear 21:53, 4 August 2009 (BST)
Perhaps he wouldn't love the idea - he'll have to learn a new coding language to cater to a very small portion of the UD community. Anyway, I'm not Kevan, so this isn't really for me to say. And besides, there's already a browser on the iPhone. Unless Kevan's got the extra time to learn a new coding language and actually code the thing (which is probably easier said then done, since it's an MMO,) there isn't much point. Unless you can be bothered learning to code yourself, just use the browser. Linkthewindow  Talk  22:07, 4 August 2009 (BST)
Well, you can play it perfectly fine as is, you just have to zoom in, asking for an app that is not needed seems unnecessary. I know this because I have an iTouch and have played Urban Dead on it quite a few times. Moving on, this could affect players without iPhones/iTouches. You might have noticed that Kevan doesn't update the game that often, if Kevan begins to use time that he would normally use upgrading the current city on building this app and a new city instead, it would actually mean even fewer updates, which is negative for those players not using iPhones/iTouches. As for more donations, it's possible that there would be more, I really don't know anything about donation statistics. - User:Whitehouse 22:06, 4 August 2009 (BST)
AFAIK, donations are more a "beer fund" then an actual source of income. Even then, this game would just produce enough money to cover the server costs. Linkthewindow  Talk  22:08, 4 August 2009 (BST)
One, I (because I can't speak for everyone) don't have anything against iPhones in particular. I'm not "against" iPhones, I'm "for" equal access to the game and tools. First you were suggesting unfair advantages for them and now you're suggesting something that's basically a lot of work for a little fix. As for point 4, it IS all about Kevan, because if this is to be done, he'll either have to do it or at least approve it. And of course, because I don't like your silly suggestion, that means I must hate you. Pfft. Oh, and you're committing crimes against reason and common sense. --Bob Boberton TF / DW Littlemudkipsig.gif 22:14, 4 August 2009 (BST)

I can't see any harm in this suggestion myself. Sure it is not for the current game but nor are those suggestions we get for Monroe only, or for "hardcore" cities and they can be discussed here... Now to why this is a bad idea.... basically it boils down to: Why should Kevan bother going through all the (probable) legal hoops required to make an App for a specialist platform if he is not going to make some sort of profit? Obviously that is for him to decide as would any actual details... That really means that this is less a suggestion than a request and that it should in fact be on Kevans user page. For what its worth though I think it could be a pretty good idea and I don't even own an I-Phone. --Honestmistake 22:10, 4 August 2009 (BST)

First off, I want to say thank you for making valid points. That being said, maybe it could cost 99 cents? I don't know how much a server costs, but the game supports all of its players now on only donations (I also don't know how much is donated, but I'd imagine it isn't much). If it can do that then couldn't the server and beer be easily paid for if all the app players paid one dollar? I just don't use the browser on the iPhone because its a pain to zoom in and out, and its easy to accidentally click the wrong button. In my opinion, making those inconveniences go away is definitely worth a dollar. I'm not a computer person, but isn't coding a browser based game the same as coding an app based game? And about Kevan, 1. where is his user page and 2.(just for some closure) shouldn't we just be establishing whether the players think it is a good add on or not, and let him decide if he wants to go through the trouble of making it? As for there being fewer updates, I guess that could be true, but no suggestion is perfect, right? --ChiTownBear 22:55, 4 August 2009 (BST)

This idea is an Epic Fail for the following reasons:

  1. It needlessly wastes time and real-world money; suppose all you want, but you can't guarantee it will be made back.
  2. It only benefits people with iPhones, who can already play normal UD just fine.
  3. This suggestion doesn't even go here; it is not an improvement to Urban dead, it's a completely new game, and it wouldn't even help browser players at all.

If you want an iPhone app, then, as I said before, get a team together and make one; for further information, please see my above template. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:33, 4 August 2009 (BST)

Afterthought: You don't even have to take our word for it, although that is what this entire page is about. Take it to voting if you want; I'll grab some chess pieces and call my Knightmare pilot. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:38, 4 August 2009 (BST)

So this app would be free? nice i would use it.--Agunin_Anoven 00:24, 5 August 2009 (BST)

I agree with your point about people answering for kevan, but if you want to talk to kevan go to his site and email him yo.--Agunin_Anoven 00:27, 5 August 2009 (BST)
Good idea, I didn't know kevan had a site. --ChiTownBear 03:01, 5 August 2009 (BST)

I'm severely confused. You can go onto the net on an iPhone. Why do people need an ap for it? --ϑϑ 03:28, 5 August 2009 (BST)

You don't, and when we told ChiTown that, he went and suggested a whole new city just for iPhone users in an attempt to "fix" his idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:03, 5 August 2009 (BST)
What stupidity. The extra cities Borehamwood and Monroeville had such poor numbers when it was free and accessible to any browser-compatible hardware, so he wants to make one thats only accessible to paying users and only on an iPhone. --ϑϑ 04:24, 5 August 2009 (BST)
What he should be asking for is a simple interface change when the server detects that it's an iPhone/iTouch that is being used (servers can actually detect that), not that any interface change is going to help much because the simple fact is that the iPhone/iTouch screens are too small for easy access without using the zoom function, the very thing he seems to be wanting to avoid. - User:Whitehouse 04:32, 5 August 2009 (BST)
If all he does is argue against people regarding the validity of his suggestion, he might as well take it to voting right now. --ϑϑ 04:35, 5 August 2009 (BST)
I thought the whole point of Developing Suggestions was to stop suggestions like this making it to voting. Now I'm confused :( - User:Whitehouse 04:39, 5 August 2009 (BST)
What made you think that? It is MUCH easier to get it taken to voting then spam and/or dupe it forever.--Pesatyel 06:20, 5 August 2009 (BST)
That gives it the added bonus of making sure it never gets off the ground again. --ϑϑ 11:52, 5 August 2009 (BST)
I wasn't being serious. Now that you guys mention it, that does seem to be a method for getting rid of bad suggestions, but it does kinda go against the whole idea that we're meant to be improving the suggestions :p - User:Whitehouse 15:00, 5 August 2009 (BST)
DS is designed to allow suggestions to get input to tinker with the mechanics, until a majority of the community thinks its been made the best it can be. That process can't happen if the user refuses to a) accept the suggestion is bad or b)refuses to allow the suggestion to get modified in any way. If a user won't allow either a) or b) to happen they might as well save us the stress and put their suggestion up for voting. It isn't our fault they don't want our... "help". --ϑϑ 15:10, 5 August 2009 (BST)

Please stop saying EPIC FAIL LOLZZZZZZZZZZZZZZZZZZ. Believe it or not it actually isn't funny Cyberbob  Talk  11:55, 5 August 2009 (BST)

Actually, its the primary method for getting rid of suggestions period.--Pesatyel 04:34, 6 August 2009 (BST)
I wasn't saying it to be funny; I was attempting to describe how colossally flawed this concept is. The internets r srs business. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:27, 5 August 2009 (BST)

Dear idiot, you can use Safari on an iPhone well enough to play Urban Dead. I know this because my self and one DanceDanceRevolution once used a display iPhone in a Vodafone store to log into a friend/group members *cough gomerpyle cough* profile, added brain rot and then jumped out of a building. If we can do this, you can play urban dead.--CyberRead240 15:24, 5 August 2009 (BST)

We told him that the first time, and he decided to "improve" his suggestion by asking for a whole city just for iPhone users. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:27, 5 August 2009 (BST)

Although I agree with the majority of the opinions above I'm going to try be a bit more helpful... Your main issues appear to be the effort of logging in with different profiles and the screen size (specifically having to zoom in)...

Suggestions for improving
  • Increase the default zoom level for your browser/Urbandead.com.

If you can't do this then I suggest you take this up with the iCrap Team. --Kamikazie-Bunny 23:40, 5 August 2009 (BST)


Contacts list improvement

Timestamp: Vidmaa 08:20, 4 August 2009 (BST)
Type: Contacts page interface
Scope: All players
Description: Now in contacts page there are possibility to put color out of 8 possible (not counting default grey) on name of person you adding - this is very useful - but with many contacts it is difficult to remember what color means

My suggestion is to add simple box on contacts page where every user could write for himself what every color means for him.

Discussion (Contacts list improvement)

This'd be really easy with a simple Greasemonkey script or something. --Bob Boberton TF / DW Littlemudkipsig.gif 08:36, 4 August 2009 (BST)

Isn't there already a "notes" field?--Pesatyel 10:28, 4 August 2009 (BST)

Afraid not. This suggestion isn't so bad, except I'll add that I've never had a problem with remembering colours, even when I come back to an account after 2 years. All it takes it to look at the name and their group and something should ring. --ϑϑ 10:35, 4 August 2009 (BST)
Ah, I was mistaking the "group" field for it. That's what I get for going from memory when I don't use contact much lol.--Pesatyel 04:21, 5 August 2009 (BST)
I like this suggestion. I can't remember what purple is, and now I have no idea who "Max Lloyd" is, or why he's on my contacts.--Yonnua Koponen Talk ! Contribs 10:39, 4 August 2009 (BST)
Purple for me used to be for 'fans' that gave me a shoutout in-game, but after 2007 I had to change it to something else cause there weren't enough colours for all my needs. Hence, I'd be in more favour of just adding a larger colour palette. --ϑϑ 10:43, 4 August 2009 (BST)
Perhaps both? I mean, I don't really use my contacts list anymore, but I know that it can be problematic for some people.--Yonnua Koponen Talk ! Contribs 10:54, 4 August 2009 (BST)
Dont see a downside really. A box of what 20 characters? Incidentally. Zombies = Green, Red= Bad. --RosslessnessWant a Location Image? 10:59, 4 August 2009 (BST)
I use Green for friendly contacts, Red for enemies, black for the first person who killed me, Purple I don't know, Blue for people who might be enemies but I don't know yet, Yellow and Orange for people who are neutral or ex-enemies respectively. But some people use different colours for GKers, PKers, barricade destroyers, zombies death cultists, allies, and members of their own group. So it can get pretty hectic.--Yonnua Koponen Talk ! Contribs 11:08, 4 August 2009 (BST)

I'm surprised it's not a dupe, but I like it, although the part about putting in a description so you can remember the colours is a bit of overkill. All you really need is a colour for friends, foes and group members, with perhaps other groups as other colours (and you can tell them by their listed group affiliation). If you can't remember, it can't be that important :p -- boxy talkteh rulz 11:21 4 August 2009 (BST)

The part about putting in a description so you can remember the colours is the whole suggestion. --Yonnua Koponen Talk ! Contribs 11:54, 4 August 2009 (BST)
Oh, I thought it was also to allow you to pick the colour at the same time as saving a contact... meh then -- boxy talkteh rulz 16:23 4 August 2009 (BST)
i was thinking about that too as if you have 50+ contacts on your list - you add one and then open contacts list again to find the one who is grey to put color on it.. Vidmaa 17:00, 4 August 2009 (BST)

It is, basically, a dupe. The author wants to add a field to explain the colors.--Pesatyel 04:21, 5 August 2009 (BST)

Well it is similar - i haven't found it before i made this - but what i am suggesting is one simple box the you could just put like red - enemy, yellow genny and radio destroyers,purple - revived me, blue i revived .. etc. and everyone decides what is needed for himself, by this making more clear what is around you in the building. To put notes under each name is good, but a little excessive in my opinion. Vidmaa 09:56, 5 August 2009 (BST)
I accept what you're saying and I would vote keep if it got put up for voting (as opposed to a dupe) but the only problem is, that suggestion got 100% keep votes and still didn't get implemented, so you'd have to question whether Kevan would think the same with this suggestion. It is simpler though, so you never really know. --ϑϑ 15:12, 5 August 2009 (BST)
The way I imagine this is something really similar to the box, we have as Zombie/Survivor appearance description box, somewhere at the top of contact page- that would be sufficient to make notes what color means and 255 characters is more then enough Vidmaa 16:55, 5 August 2009 (BST)
What if Kevan is yet to get through reading all of the peer reviewed suggestions. It's possible he is yet to read it.--Yonnua Koponen Talk ! Contribs 22:00, 8 August 2009 (BST)
Similar? It is the same thing. You have a field that you can type whatever you want into it. You said "putting notes under each name is a little accessive" but that is EXACTLY what your suggesting here. Your just limiting it to things like "red = enemy" even though it is up to each person to actually type "red = enemy" into the field. So tell me how you would limit it to that in the first place? If it is a strict limitation to color definitions only, you might as well just suggest strict color definitions themselves so you wouldn't even NEED a field.--Pesatyel 04:41, 6 August 2009 (BST)
Yes it would be the same as in description page, but only one, so everyone can define color meaning for itself (ok red and green usually clear, but the rest are not) and it is NOT like for every person you add in contacts. player would had 255 symbols - so if he like he can name all colors, if he likes he can describe several persons. but he would have ONLY ONE box at the top, strict color would not work as i believe different players have different thoughts about what should be added to contacts list and marked. Vidmaa 07:35, 6 August 2009 (BST)
Ok, now your confusing me. Only one box? Your going to have to have a field for every color so that a person can TYPE IN what the color means. So you will have a box for red so that you can type in what red means. A box for blue, so that you can type in what blue means, etc. So its not one box, it is 8 (or more if he adds more colors). And my comment about strict colors was exactly as you said, undoable because they are defined differently by each player. The point of all this is why do you need an extra set of fields, which would necessarily be seperate from the rest of the contacts, to define the colors when you can do the same thing IN the contacts via a "notes" field. If bob heals you and you make a note that he healed you and gave him the color green then green would, generally, mean "healer". I think I'm just misunstanding your response.--Pesatyel 09:57, 6 August 2009 (BST)
How about if everyone gets a box on their setting (255 characters or whatever) for notes, which doesn't show up on their profile. Then it wouldn't be limited to colour, it could explain anything someone needs to remember.--Yonnua Koponen Talk ! Contribs 22:03, 8 August 2009 (BST)

I like the idea. Maybe just a little specification on the number of characters are allowed for any particular field. --Maverick Talk - OBR Praise Knowledge! 404 08:05, 6 August 2009 (BST)


Birthday Loot!

Timestamp: BlackDeath3 22:19, 3 August 2009 (BST)
Type: Special Flavor Event
Scope: Everybody!
Description: It's a fairly simple idea, and arose when I looked at the UD homepage and read the part about UD being four years old. I know that other games do this as well. Players can submit their birthdate into their profile, and on their birthday, they receive special birthday loot! It could come with a random assortment of useful items and weapons, and even a little birthday card, but it would just be a cool little flavor event that happens once a year. The alert message could say something like:

"Although it feels like just another day in post-apocalyptic Malton, it isn't. On your casual search through the ruin and rubble of Malton, you find something unexpected... Happy Birthday <insert username here>!"

You could find a crate or bag of some sort, possibly left over from a helicopter drop, long buried from before the outbreak, or however you would like to rationalize it. You could crack it open with a crowbar, axe, gun, or some sort of weapon, and watch your loot spill out in a sea of foam packing peanuts! Zombies could find this as well, and maybe keep the items in case they revive. Or the zombies could just smash it to pieces to receive their birthday present - XP! Of course, players would have only one chance to set their birthday, and then it is locked to prevent abuse of this feature. You wouldn't even need to put in your birth year if you didn't want to, just the month and day. It wouldn't need to be viewable to the public, in the event that you care. It would just be there for your once a year birthday loot! Anyone with helpful suggestions, add-ons, whatever, they are welcome. And as for the inevitable flame... I brought my shield :)

Discussion (Birthday Loot!)

What about the poor maxed-out career zombies? They have little want of XP or items. -- User:The Rooster RoosterDragon User talk:The Rooster 22:29, 3 August 2009 (BST)

I tried to include zombies as well, because I think everybody should get something out of this. I've never had a high-level career zombie, so if you know of something that would benefit that audience, feel free to throw it in :) BlackDeath3 22:31, 3 August 2009 (BST)

Perhaps a random ultra-rare zombie flavor item? In fact, you could make a whole array of clothing and accessories that are only accessible via birthday troves; it would be random which one you get, and you would only get one per trove. Players who smash open their trove would get zombie/death-centric items while players who open it (which can happen regardless of state) would get survivor stuff; or, you could just make it all cross-state (AKA gold watches, party hats, hypno-glasses...etc.) Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:49, 4 August 2009 (BST)

My first thought was "flavor item". But that just seems boring, unless it is a clothing item (something others can see). My other thought (between "flavor item" and clothing) was some minor bonus like +5% to hit for that day.--Pesatyel 04:51, 4 August 2009 (BST)

I was thinking random super-rare birthday-only flavor clothing or accessory as well. It doesn't break the game and it gives people something to look forward to; it also rewards long-time players. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:54, 4 August 2009 (BST)

I like those ideas, of the flavor items. And, if you were to get some special, random item, it would give you a feeling of exclusivity, to have an item that one cannot just come by on their own, but must chance upon on their birthday. It would reward the long-time players, and their collection of these birthday items could slowly grow year by year! BlackDeath3 10:22, 4 August 2009 (BST)

Just make sure it is flavour items, or clothing of some sort, not weapons. Nothing game-changing. --ϑϑ 10:36, 4 August 2009 (BST)

I see no problem with throwing in a few, actual items, seeing as how it would be no different than finding a supply crate on July 3rd, or Christmas, or Easter. But the flavor is a nice idea. -- BlackDeath3 10:57, 4 August 2009 (BST)

Yes it is the world of difference, because crates happen to 1% of the population and this will happen to everyone at their own specified time. --ϑϑ 11:00, 4 August 2009 (BST)

Zombies and survivors can change into clean clothes on their birthdays! its a birthday suit! --RosslessnessWant a Location Image? 10:54, 4 August 2009 (BST)

My character's already in his birthday suit... --ϑϑ 10:55, 4 August 2009 (BST)
It's not exactly clean though :p -- boxy talkteh rulz 11:12 4 August 2009 (BST)
Thanks to you... ;D --ϑϑ 15:13, 5 August 2009 (BST)

Too cutesie, and invokes teh hand of god -- boxy talkteh rulz 11:12 4 August 2009 (BST)

Doesn't every suggestion? It's not like anyone else is in a position to implement anything we approve. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 4 August 2009 (BST)
No, other suggestions may make "god like" changes to the game, but they usually don't involve Kevan magically, and regularly, zapping gifts into existence for a specific person, depending upon the date that someone was born. I mean, how believable is it that you just happen to find a birthday card and pressies, on the 1 in 365 days that it is actually your birthday? Crappy flavour, and it doesn't fit with a zombie apocalypse -- boxy talkteh rulz 16:30 4 August 2009 (BST)
But haven't we always said that gameplay takes precedence over flavor? An unlimited supply of fuel and generators isn't realistic or in-genre, and kevin wouldn't have to do anything other then program it in as he would any other idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:19, 4 August 2009 (BST)
All those things are axioms of the game. They need to be in place for it to work indefinitely, and be balanced. Birthday cards and free goodies, beamed to you out of nowhere, on your "special day" is another thing altogether... and don't get me started on the party hats, chrismas trees and lights Barf.gif -- boxy talkteh rulz 00:47 5 August 2009 (BST)
Not to mention various date specific items already in game like the party hats and christmas trees. I like the idea of some minor "special" items (not more than 1 per birthday though) maybe a "BOOMSTICK" shotgun that does 12 damage but can't be reloaded or a clip of armour piercing ammo or (as its your birthday) a Katana that breaks after a few hits? Nothing game breaking but something a little bit special for a slight boost. The zombie equivalent could be special flavour text and a slight boost for an few attacks "Striking the barricade you manage to dislodge a huge section.... it seems to be a special day!" or "you claw at survivor bob for 4 damage and rip out his still beating heart... he dies screaming while you feast!" Again a very slight and limited duration bonus which is more fun for the flavour than the extra bit of damage...--Honestmistake 17:45, 4 August 2009 (BST)
Multiplied times a billion, that could potentially have huge impacts on the game; people might even make throwaway characters to get those overpowered chances/items. Plus, not every player is a fanatic hardcore trenchcoater; flavor clothing and accessories are fun and don't break the game. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:50, 4 August 2009 (BST)
No one is going to create a billion characters and then level them enough that any attack is going to have any real chance to hit (well maybe a zombie zerg looking for a cade bonus?) A survivor getting an extra 4 damage from 2 shots is not going to be game breaking as a once a year special and a zombie scoring claw kill on a 4 or less hp target is again not going to register in stats... Both would be fun though and could perhaps be made less zergable by requiring a confirmed e-mail address? --Honestmistake 18:00, 4 August 2009 (BST)
Or, we could just not give people superpowers on their birthday? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:38, 4 August 2009 (BST)
ignoring armour on 6 shots, doing an extra 2 damage on 2 shots or having the potential to cause 4 damage with a claw in a very narrow time window and circumstance are not "superpowers. Haing a chance to remove 2 levels of cades in 1 blow is hardly super either (though its a lot closer) However I have a better way to do this.... just make it a special bonus for accounts that have paid for the IP boost. Its a nice, low impact gift for those that support the game and if multiplied by a million I will expect a royalties cheque from Kevan :) --Honestmistake 19:39, 4 August 2009 (BST)
We shouldn't give more gifts to donaters. They have enough with the 300-hit limit. And suppose a group all set their birthdays for the same day? A group like the dead could take over the city in a day with these bonuses. So really, it'd have to just be flavour.--Yonnua Koponen Talk ! Contribs 20:50, 7 August 2009 (BST)

I wasn't suggesting nuclear warheads, maybe just a couple little items as a birthday thing. And sure it doesn't exactly make sense, but neither does being able to die infinitely and indefinitely. The reason that you can die and still come back to life is because it makes the game FUN, and I think that a little birthday loot would add a little fun as well. It's not like Kevan would have to individually, manually gift thousands of people their gifts everyday, I'm sure he could automate that. -- BlackDeath3 20:51, 4 August 2009 (BST)

I agree with this suggestion so long as it delivers only delicious flavor on your birthday and not items. Items are for really just for survivors, and you have to consider encumbrance yadda yadda.--GANG Giles Sednik CAPD 20:00, 7 August 2009 (BST)

Yeah, OK... I'm all for the flavor :) BlackDeath3 07:03, 8 August 2009 (BST)


Give Power Stations Use

Timestamp: Justinbronze 20:04, 2 August 2009 (BST)
Type: Building Addition/New Item/New Skill Set
Scope: Power Stations
Description: Ever wonder why Malton has Power Stations if they don't provide power? This suggestion will change all of that! My suggestion is,Power Stations can provide power to a building, lighting it up like a generator, only no refuel need for the building. The catch however, The Power Station must be powered by a generator, fueling the generator in the Power Station provides 48 hours of power before refueling is needed (unlike the usual 125 hours.), and in order for the building to receive power from the Power Station, the 2 must be connected by a extension cord, which is my idea for a new item. Extension cords can be found in Warehouses (7%), Factories (4%), and Power Stations (21%). Extension cords are primarily rubber, so they can't be destroyed,unless a zombie with the Memories of Life Skill Unplug, which I suggest could be slightly higher in XP cost like 125, unplugs the extension cord, it then disappears, but anew one can be re-attached. A new skill set would be introduced called Electrician, which allows you to plug in extension cords,XP cost,50 for scientists, and 75 for other survivor classes. Those with the Electrician skill can access another skill Unplug for 100 XP ( XP cost is that high for obvious PKer reasons.) You must be outside to attach extension cords, and extension cords can be attached to powered buildings to provide power to neighboring buildings, not just attach them to the Power Station. 1 extension cord can cover 1 block.

Flavour Text:

Survivor: You attach an extension cord to the building.

You attach an extension cord to another, extending the cord further.

You attach an extension cord to the building, the lights go on inside.

For some deluded reason, you unplug the extension cord, the lights in the building you unplugged it from go out. <---May need to have alts because more than one building may go out, and I added deluded because only a PKer would unplug them.

Zombie: You are on Random Location Street there is an extension cord running through here.

You are outside The Random Building. An extension cord runs through the street and connects to the building.

You Unplug the extension cord, the lights go out in the building you unplugged it from. <--- This will need to be altered as more than one building may go out.

Discussion (Give Power Stations Use)

Some light reading: PR_Buildings:_Specific_Types#Power_Stations --Bob Boberton TF / DW Littlemudkipsig.gif 20:11, 2 August 2009 (BST)

As Bob, If you let this out into the mainstream there is a good chance you will be deluged with kill and Dupe votes to the point of absurdity. It needs something else to set it apart from the rest... I may have an idea,if I think you can use it I'll post it later. -Devorac 01:18, 3 August 2009 (BST)

It's a dupe. Leave Power Plants alone; they don't power entire suburbs; they don't have infinite fuel reserves lying around; they don't have an infinite supply of repair parts; the only thing they actually do is serve as WTFcentaur nests and breeding grounds. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:16, 3 August 2009 (BST)

In fairness, the rest of Malton seems to have an infinite supply of everything. It's just well hidden.
I think this suggestion is toothless however, cords running outside would last no time at all. The makeshift "power grid" they would make wouldn't stay intact long enough to power anything a block away, let alone any further. -- User:The Rooster RoosterDragon User talk:The Rooster 04:17, 3 August 2009 (BST)

Alright, Justin here is one of the better ways I can see your idea -At least a butchered version of it- working is this. First off, ditch the power station thing. Maltons power stations have been dead for 3 years with only rats to run maintenance on them, no way in hell is setting a genny in it and flippin a switch going to turn them on again, cause a catastrophic explosion maybe, generate stable power... no. The part of your Idea I really liked was the generators and extension cords. If you add the extension cord item which will allow you to plug the cable into a genny and into another building (as long as the building is unruined) and power it. For this to work you would have to keep the cables vulnerable, and the life of the genny could be halved for every cable inserted. (120 hours, no cables- 60 hours, 1 cable- 30 hours, 2 cables- 15 hours, 3 cables.) I think you should be able to only plug in 3 cables to any one genny for realism purposes, as well as preventing morons from causing gennies to drain in seconds by placing a ba-zillion cables on. So I think you might be able to get this Idea to survive, if you can omit power stations and just go with gennies and cables. Hope this helps you to re-form you suggestion. -Devorac 07:48, 3 August 2009 (BST)

Er, why would we even want this needless over-complication of the power system in UD? "One genny, one building" too easy to understand and balance? --Bob Boberton TF / DW Littlemudkipsig.gif 07:57, 3 August 2009 (BST)
It might not be a dupe, but it's certainly unbalanced, unrealistic, needlessly complicated and useless all at the same time. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:11, 3 August 2009 (BST)
*Sighs* It is a cool idea though if you only needed a brief bit of power, pity that it would be so ineffective in practice, probably why I like to stick with suggestions where I can use hard math to back them up. -Devorac 18:57, 3 August 2009 (BST)
Hmmm, adding extension cords to factories would dilute search rates in factories which are the best source of generators for survivors who don't hang out in Malls. Aside from that, the cost to purchase a skill should be on the same level as all other skills in the game thus far. And I agree with the naysayers about powerstations already being dead and done.--GANG Giles Sednik CAPD 20:10, 7 August 2009 (BST)

Remove crucifixes

Timestamp: Orange Talk 18:19, 2 August 2009 (BST)
Type: Equipment change
Scope: Everyone
Description: Crucifixes are useless. Wire cutters were useless. Wirecutters were removed because of their uselessness, So crucifixes should be removed from the game.

Discussion (Remove crucifixes)

I support this because it will presumably boost wine search rates in churches. Also, what's with every single church in Malton being a Christian one? --Bob Boberton TF / DW Littlemudkipsig.gif 18:23, 2 August 2009 (BST)

Just for semantics, Churches are Christian places of worship. Therefore all churches are Christian. Other religions don't have churches, they have temples, or mosques, or synagogues, etc. But the point of more ethnically diverse buildings stands. Of course, how often do you see all manner of religious buildings in your city centre?--Yonnua Koponen Talk ! Contribs 21:36, 2 August 2009 (BST)

I'm in. --Haliman - Talk 18:27, 2 August 2009 (BST)

But then how would we make useless suggestions and bash organized religion? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:51, 2 August 2009 (BST)
The same way we do now. We wait for someone to make a suggestion about adding them in, or with some new bit added on to that, then we flame them.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 18:53, 2 August 2009 (BST)

I was going to say why don't we make a clothing item instead. Then I looked and found the game already yas "a crucifix necklace" (and a few other religious related ones). So yeah, having this one also is redundant.--Pesatyel 19:31, 2 August 2009 (BST)

Seems fair. Plus im somehow drawn to the word uselessness --RosslessnessWant a Location Image? 19:38, 2 August 2009 (BST)

Change your name to uselessness. Do eeet.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 20:56, 2 August 2009 (BST)
The programming alone would be effortful. --RosslessnessWant a Location Image? 21:17, 2 August 2009 (BST)
I'll do it for you.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 04:07, 3 August 2009 (BST)

The flavour is fine just the way it is, useless is good Crucifix.jpg -- boxy talkteh rulz 11:31 4 August 2009 (BST)

There is a difference between the Wire Cutters and Crucifix. Wire cutters had a use, which then became voided when that use was no longer needed. Crucifixes have never had a use. --Blake Firedancer T E RNL? P.I.S.I.T. 11:44, 5 August 2009 (BST)

And your point is....?--Pesatyel 04:44, 6 August 2009 (BST)
Kevan removed the wire cutters as their intended use (cutting wire fences) was no longer useful. Crucifixes have never had an intended use (aside from RP'ing) and as such cannot be removed for not being useful, as they were never useful in the first place. Wire Cutters were obsolete. Crucifixes are not obsolete as they still do what they did before: Nothing. --Blake Firedancer T E RNL? P.I.S.I.T. 05:08, 6 August 2009 (BST)
As above --DOWN WITH THE 'CRATS!!! | Join Nod!!! 05:38, 6 August 2009 (BST)

I actually wonder what percentage of players even have one in their inventory.--Pesatyel 04:44, 6 August 2009 (BST)

I would support this. I want to keep crucifixes alive for the fun of it, but they are just useless and I wouldn't care if they went. --ϑϑ 08:11, 6 August 2009 (BST)

All of you crucifix bashers are going to be very sorry when the vampires take over.--GANG Giles Sednik CAPD 20:12, 7 August 2009 (BST)

Bull Rush

Timestamp: Fixxxer 09:41, 1 August 2009 (BST)
Type: New Skill
Scope: A new skill that survivors might use directly against zombies
Description: A problem I have noticed as a survivor is when barricades come down and zombies come in and wreck a little havoc, but then run out of AP and just stand around, forcing the survivors to either barricade the zombies in with them or leave the building un-barricaded with the doors wide open in the hope that the zombies will decide to go for a stroll outside. With this skill, a survivor would potentially be able to charge a zombie and bull rush it out of the building through an open door, rather than having to attack it until it drops and then boot the body outside. I would suggest a 30% chance of success, with a 70% chance that the survivor loses his grip on the zombie, which stays indoors while he ends up out in the street. Either way, I would suggest that the survivor end up outside as well, though with an open door and no barricades, he could rush back inside and begin barricading. I would also suggest that this action consume 2AP (one for grabbing the zombie and one for shoving it through the door).

The key thing to note here is that this is only possible in an un-barricaded building with the doors standing open. This is meant as a sort of emergency action to (hopefully) get a zombie or two out of the building so it can be safely barricaded or repaired, not as a combat maneuver to injure the zombie.

Discussion (Bull Rush)

Now that you got this here, I suggest you withdraw your actual suggestion. There should be instructions for it around here somewhere. :/ -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 09:44, 1 August 2009 (BST)

Fair enough. I'm interested in dialog that explains why this skill would be so bad. Thus far, I've been told that it's bad because it costs less overall AP than shooting the zombie until it falls down, then dumping the body. However, I would point out that you get no AP for using this skill AND that it has a limited actual usefulness because it can only be used inside a building that has no barricades and the doors are open. Lastly, it doesn't cost the zombie any AP, so it doesn't have to use up AP before it starts tearing your barricades down again. Fixxxer 09:57, 1 August 2009 (BST)

So? Your average high-level human won't care about lack of XP anyway, so that doesn't really matter. As I said on the page, it pretty much nerfs shooting and CR-ing as whenever you want to kill a zombie, the zombie will be inside a unbarricaded building with open doors. The whole point of killing a zombie is not to kill it per se, but to remove it from the building so you can start barricading again with no penalty. This skill allows you to remove a zombie without having to search for any items.
Thanks, however for taking the criticism on the suggestion page well (and not throwing a fit like other users do.) With a bit more practice, you'll be making peer reviewed suggestions in no time :). Be sure to read FS and S/DDN before submitting again ;).
Finally, you withdrew your suggestion wrongly - you don't simply blank the page, you've to to add a template (and not blank the page.) I'll fix it for you now. Linkthewindow  Talk  10:49, 1 August 2009 (BST)
I appreciate that. Thank you. --Fixxxer 20:27, 1 August 2009 (BST)

Silly harmanz with silly suggestions. If you bull rush me, I will be eating your face.--Agunin_Anoven 10:13, 1 August 2009 (BST)

How very, very helpful. --Fixxxer 10:40, 1 August 2009 (BST)
You get used to it soon enough. We're all just one big hateful family around here. :) -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 10:56, 1 August 2009 (BST)

At the very least, such a skill would need to require the zombie to be brought down to low HP before being bullrushed out of the building, the same way that only survivors at 12 or less HP can be dragged out of wide open buildings. But I think that has been suggested before -- boxy talkteh rulz 13:15 1 August 2009 (BST)

That sounds fair. If the zombie is below X number of hit points, you have a chance at pushing it outside. What if we further took Devorac's advice into consideration, but instead of giving a bonus for having the Bodybuilding skill, we made Bodybuilding a requirement to get Bull Rush in the first place? --Fixxxer 20:27, 1 August 2009 (BST)
There's already a dupe for that, although it never went the full voting time... was headed for spam -- boxy talkteh rulz 09:02 2 August 2009 (BST)

Hmm... what about this, You can only bullrush a zombie that has less HP than you do, and it will cost an extra 1 (possibly 2 for balance reasons) AP per ten health the zombie has (minimum of 1 extra AP cost), plus another AP if the zombie has rotting flesh. I think this reflects that the zombie is struggling instead of just placidly being led away. This also helps to slightly level out the huge difference between rushing, and killing the zombie with a conventional weapon. Also after the survivor has performed this move he/she should also be outside with said zombie, so add another AP to get back inside. It is also possible to reduce the cost of the rush if the survivor had the bodybuilding skill, as that would -if this really happened- be quite helpful. -Devorac 19:00, 1 August 2009 (BST)

Too helpful; Zombies are players too, and giving survivors to insta-remove any zombie without preparation makes any weapon useless. Either this would nerf every survivor tool against zombies in existence, or it would be useless; those are the only two outcomes. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:50, 1 August 2009 (BST)
*Shrugs* I agree... but it's still a fun concept. -Devorac 21:14, 1 August 2009 (BST)

First of all, I think this might be a dupe. Looks familiar. Secondly, to the author use a colon to indent your post if your responding to someone, its helpful. I'll see if I can find the dupe.--Pesatyel 21:36, 1 August 2009 (BST)

At the very least, I'd want to see a 10% chance per zombie outside that the harman doing this could not move further for at least 24 hours, without accumulating any AP as the horde would dogpile him and the one he tackled would not let go. It would be like a desperation move to save his fellow survivors, and would effectively kill his sorry ass. Otherwise, this is ridiculous. Even with the modifications I've mentioned it's wildly overpowered in favor of survivors. I doubt anything can salvage this crap suggestion.--Necrofeelinya 12:32, 2 August 2009 (BST)

It costs a fortune in zombie AP (usually a collaborative effort as well) to get inside the average UD building, so any action which removes them this simply is not on. --Papa Moloch 21:49, 2 August 2009 (BST)


FaceBook Application

Timestamp: —The preceding Template:Wikipedia comment was added by Supertrooper101 (talkcontribs) 06:11, 1 August 2009.
Type: Game Play
Scope: {{{scope}}}
Description: I beleive it would bring more players, ideas, and donation money to the site if it was some how linked into or through facebook. Face book has a HUGE base of users who only own a facebook for the time consuming of applications. Now wether u plan on just linking it through or even a special Mini Facebook Battle With its own map, charcters, weapons, and ect.. i for one beleive it would take off very quickly due to the fact that many of ur curent users undoubtly have a facebook and would be very willing to help the expansion of it across facebook to new users. I would love to see a new facebook type urban dead from u guys, cause u have created a game so simple but yet so addictive, i think its time to step it up to the next level. Thank you for ur time! i really hope u think about this one! :D

Discussion (FaceBook Application)

I don't like how this uses "u" and "ur" instead of, you know, actual words. --Bob Boberton TF / DW Littlemudkipsig.gif 07:34, 1 August 2009 (BST)

u didnt sign ur pst you n00b. gb2fb-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 08:35, 1 August 2009 (BST)

So basically a mini-game on Facebook that promotes the main game? I don't use Facebook at all, but since this will just be a promontion for the game, why not just make some UD-related images that people can stick on their profile. Promotes the game, without the time and effort this would involve. And Boberton is right, chatspeak is bad. It's not a lot more effort to type two extra letters, and makes your suggestion look a lot more professional and readable. Linkthewindow  Talk  08:38, 1 August 2009 (BST)

I suggest that this user learns how to fucking spell "you" instead of "u", Take your dumb oneth grader spelling style back to school. Not only is spelling "you" like "u" not cool, it kills babies. as for the suggestion, ya sure whatever, facebook and myspace need ud like soo much dude fuck ya dude give em some ud and let em play it. ud man.--Agunin_Anoven 10:19, 1 August 2009 (BST)

For the second time this week: This page is for suggesting ways to improve Urban Dead, not for suggesting new apps for your qPhones or Stalkerbook. If you want a mini Urban Dead for Facebook or think it's a good idea, then get a team together, talk copyright with Kevan, and make one yourself. Please, for the love of Kevan and the suggestions process as a whole, read the Suggestions Dos and Don'ts before you post... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:36, 1 August 2009 (BST)

Using facebook to expand the UD player base is a good idea but making it into an app you can play through just isn't my cup of tea, it's browser based, not a Facebook/iPhone/.exe/.deb/ application. --Kamikazie-Bunny 17:11, 1 August 2009 (BST)

Okay, I'm sorry that I'm not giving you any useful feedback here but hey. First off you apparently missed the line of the wiki that said "your suggestion is only as smart as you make it sound". Second, as you are suggesting something in a mildly professional atmosphere DO NOT UNDER ANY CIRCUMSTANCES USE CHATSPEAK! It makes you look like not only a goober, but a goober who doesn't really care enough to make his idea clean and well polished looking. Third, Spell check everything. The misspelled words were even worse than the chatspeak, they completely derailed me from the idea itself. Sorry if I sound harsh, but still, when you post here this is supposed to be a testing ground for real suggestions. You post something that looks like that as a suggestion and they will rip you apart with kill votes so fast your head will still be spinning next week, and a portion of them would vote kill for no other reason than the fact that your spelling/grammar are... sub-par. -Devorac 19:10, 1 August 2009 (BST)

Good idea. Might increase participation. Sorry all the other respondents seem to care more about formalities and your spelling than the game.--Necrofeelinya 12:37, 2 August 2009 (BST)

Careful Nf, he might not get the sarcasm. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:53, 2 August 2009 (BST)
He wasn't being sarcastic. And to an extent, he's right. He'd be more right if the suggestion was good in any form. --ϑϑ 11:02, 4 August 2009 (BST)

Survivor Bite Change

Timestamp: --Papa Johnny 22:41, 28 July 2009 (BST)
Type: Oddity change
Scope: Survivors
Description: Simple - When a survivor attacks with "bite" on a zombie that is infected, the survivor has a chance of becoming infected. It wouldn't modify the hit% for the attack or affect the zombie in any way beyond the normal 1 damage being dealt to it.

Discussion (Survivor Bite Change)

Survivors can't bite. Simple as that. Cookies and Cream 22:55, 28 July 2009 (BST)

Actually they can. Though it's obviously not meant to happen, you can do it via using a link with the correct attack code. - User:Whitehouse 23:06, 28 July 2009 (BST)
Yeah, but is this really an issue?--Pesatyel

Well I guess they are biting rotting flesh which probably isn't too good for their health. - User:Whitehouse 23:09, 28 July 2009 (BST)

I actually like this suggestion. It takes kind of a sick mind to think something like this up, and I can appreciate that. But I think that survivor bites should be part of the regular attack dropdown, not something requiring a "link with the correct attack code". How many hidden tools do Wiki users need? Oh, and I think there should be an accompanying message letting the player know about the potential consequences.--Necrofeelinya 07:06, 29 July 2009 (BST)

Survivors shouldn't be able to infect themselves, which is all this suggestion seems to be good for, getting an infection so that you can parachute into a barricaded building -- boxy talkteh rulz 07:10 29 July 2009 (BST)

Just make the % chance for infection low enough that it's not worth the effort for parachuting purposes. Then it'll only appeal to freaks like me, who think that the notion of self-infection is fun in its own right. I mean, they've got to bite a zombie, for crying out loud. How many people even consider that?--Necrofeelinya 14:44, 29 July 2009 (BST)
I guess enough that it would even need to be thought of a suggestion in anyway.--Pesatyel 03:18, 31 July 2009 (BST)

YES - Need I say more? --Kamikazie-Bunny 16:55, 1 August 2009 (BST)


Art as weapons

Timestamp: Da Ninja 09:17, 28 July 2009 (BST)
Type: Game mech change
Scope: Survivours
Description: A very simple change. All decorations/art found in Museums can be used as weapons. They would have a base damage of 1 and 25% chance of hitting. This would make nearly all items in the game have some use and also give people the ability to slap people with stuffed fish. The art would break after a few hits, similar to how the pool cue breaks after use. The different pieces of art could have different characteristics (ie glass breaks more often, statues do more dmg) though it really wouldn't make that much of a difference.

Attacking with the art would look like "You swing the (stuffed fish/abstract painting/glass bowl/etc) at (insert name here). While being hit by the art would look like "(insert name here) hit you with (stuffed fish/abstract painting/glass bowl/etc) for 1 dmg"

I had a look if this was already suggested but I couldn't see it. I wouldn't be amazed if there was somthing though.

Discussion (Art as weapons)

It may be a dupe already, but currently I love the idea, but some of the art is different to others, so the paintings should break at different rates as sculptures, yeah? --ϑϑ 09:23, 28 July 2009 (BST)

or just make 1 specific museum peice do as much damage as a fire axe. like whatever the rareist museum peice to find is.--Agunin_Anoven 10:22, 28 July 2009 (BST)

I don't particularly see anything wrong with the idea, although you may get some people voting it down for being "useless flavor", oxymoronic though that may be. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:04, 28 July 2009 (BST)

First 25% is way too high. The art objects aren't designed for "swinging" being large/unweildy/heavy/etc. Secondly, this isn't useless flavor, its JUST flavor. The game already has 8 or 9 weapons people don't use except for flavor. Thirdly, this could, potentially, promote PKing. Imagine some ass comes in and takes YOUR artwork and smashes YOU with it.--Pesatyel 02:51, 29 July 2009 (BST)

ZING! --ϑϑ 03:17, 29 July 2009 (BST)
"Takes YOUR artwork" - Uh, one, it's Malton's artwork, or from wherever it originated, and two, the suggestion says nothing about picking up artwork already placed in buildings. --Bob Boberton TF / DW Littlemudkipsig.gif 03:49, 29 July 2009 (BST)
Technicallity. If I set up my "home base" in Deacon Bank, go out and find some nice art pieces to decorate my home base, how is it not "mine"? Sure I misread, thinking it would be more logical to grab some art put on display then to look for it. It just seems pretty silly to go looking for some big unwieldy thing like a glass table or mouldering tapestry just to attack someone with it when there are already several weapons in game nobody uses that "fill the job".----Pesatyel 07:25, 29 July 2009 (BST)

Its funny too, this is, technically, a dupe.--Pesatyel 07:27, 29 July 2009 (BST)

Hell I love the idea, Being able to kill a zombie with a stuffed fish (and get the headshot message) would be funny as all get out! -Devorac 02:33, 30 July 2009 (BST)
So did I when I made, basically, the same suggestion.--Pesatyel 03:19, 31 July 2009 (BST)
I'm sorry it didn't get passed, if I had had an account then I can tell you I would have voted keep to it. But who knows, perhaps this one will pass, then -in some small way- your own idea will have passed.
If it's a dupe, it won't pass. --Bob Boberton TF / DW Littlemudkipsig.gif 06:38, 1 August 2009 (BST)
Fair point, but perhaps all it deserves is a re-vote. I'm sure that has happened before. -Devorac 06:43, 1 August 2009 (BST)
The re-vote is where it gets duped. --Bob Boberton TF / DW Littlemudkipsig.gif 07:35, 1 August 2009 (BST)
*shrugs* maybe, but if people like it enough they won't care that its a dupe. -Devorac 18:40, 1 August 2009 (BST)
Yes they will; that's how the suggestions system works around here. If the idea is a duplicate than it's automatically ineligible for consideration. This saves us from dealing with trolls who spam the same idea repeatedly and allows us to once-off the really dumb stuff that keeps popping up like item trading and machine guns. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:48, 1 August 2009 (BST)
Alright, my apologies I didn't understand. -Devorac 20:57, 1 August 2009 (BST)
Is it possible to get the original idea re-voted upon? I'm guessing the answer is probably no. Da Ninja Random/AS also 404 Groupie Overlord in another life 07:25, 2 August 2009 (BST)
That's just the "Urban Dead Dupe Flaw". A suggestion made 4 years ago can be claimed as a "dupe" regardless of any changes (in both player attitudes and in game features) since.--Pesatyel 04:54, 4 August 2009 (BST)
Not true. Music passed even though it was a dupe. People liked it so much they refused to dupe it. --ϑϑ 04:55, 6 August 2009 (BST)

Nerf Mobiles

Timestamp: Necrofeelinya 05:25, 24 July 2009 (BST)
Type: improvement
Scope: mobiles
Description: I'm just gonna float this and see what people think. The problem with groups is that they're organized on boards, not in-game. Noobs don't understand them, ferals don't want to waste the extra time with them, they circumvent the rules for AP use for speaking, broadcasting, using mobiles, all communication in-game, because people arrange for unlimited communication out-of-game with no AP cost. I propose a change that will ease communication in-game, promote in-game group organization and be usable directly from the player's interface so even noobs realize they can do it. I suggest implementing a Private Messaging system for contacts in-game. Here's how it would work:

1. PMs cost no AP to use, but do create a server hit and so count against your IPs server hit restriction. That means no more than 160 per day, max. Characters would be limited, but should be more than the current restriction on broadcast characters. I've never used a mobile, so I don't know what the restriction is on those.

2. Survivors can PM any survivor in their contacts list. Zombies can contact any zombie in their list. No survivor/zombie, zombie/survivor PMing. This is, however, negotiable since I know so many of you love your Life Cultists.

3. Zombie PMs would be in plain english, not Zombese. This is to facilitate in-game organization, not roleplaying.

4. You should have the option of blocking PMs from anyone you want.

This basically reduces the need to organize groups on other forums, and allows even small groups to organize effectively in-game with minimal effort. It makes it possible for even noobs to do what experienced metagamers do all the time. I could see restricting it to only a handful of contacts, maybe 5 or 10, to try to encourage microgroup organization and discourage large hordes, but the goal is basically to focus the metagaming community's activity on UD itself rather than on a bunch of other boards. It facilitates zombie communication in-game in a way that encourages ferals to participate with other players while not forcing them into large hordes, and it immediately allows noobs and baby zombahs to create effective groups through their UD interface rather than having to join a group and check in at Invision or Barhah.com regularly.

Fire away.

Discussion (Nerf Mobiles)

First thing to start you off - perhaps should only work for mutual contacts so people you don't know can't spam you. --Bob Boberton TF / DW Littlemudkipsig.gif 05:36, 24 July 2009 (BST)

Yeah, that's not a bad idea, though I did mention that you should be able to block PMs from anyone.--Necrofeelinya 06:09, 24 July 2009 (BST)

Extremely abusable. Someone could log in via a proxy, send 160 messages, then use their standard IP and play the game. It should cost AP. While that doesn't solve the problem, it limits it somewhat. - User:Whitehouse 11:52, 24 July 2009 (BST)

Abusable. Right. Abusable because someone could go out of their way to use a proxy so they could send over 160 messages... as opposed to using a separate forum for unlimited messaging. Why should it cost AP? It doesn't cost AP to use a separate forum. If anything, this discourages "abuse" that's already happening.--Necrofeelinya 18:28, 24 July 2009 (BST)
It would give access to pretty much any character in game as it is written now, thus it can be a far more useful tool than a forum where it is required for the other person to be on said forum and actively checking for information, that's why I think it should be limited by AP (and all other forms of in game communication cost AP so why shouldn't this?). Also, would you mind clarifying what you meant by ""abuse" that's already happening"? - User:Whitehouse 19:43, 24 July 2009 (BST)
Your response said abusable in a manner that implied that extensive communications without costing AP was an abuse. But with forums, that's happening right now, with no limit on # of characters, no limit on # of messages, no limits of any kind. In fact, with restricted forums people can arrange to PM one another, give each other info for a service like AIM, then IM one another and coordinate in unrestricted fashion while they play the game, which is no different than what this would allow, though this puts at least some limitations on it. The main thing is that it would take such behavior out of the exclusive domain of experienced metagamers and put it in the hands of all players, noobs and ferals included. So if there's a potential for abuse, it's nowhere near as big as the potential we deal with now, and this is essentially a measure to level the playing field for all characters.--Necrofeelinya 02:14, 25 July 2009 (BST)
Actually, if you listened to his response, this lets you contact ANYONE, at any time. Name one forum in which you can contact any other urbandead character that you want.--Yonnua Koponen Talk ! Contribs 11:30, 25 July 2009 (BST)
Okay, but in forums you can contact people who aren't in your contacts list at all. This limits it to people in your contacts, which is limited to what... 100 people? You still need to have made the effort to add them to your list, and you still are restricted by the number of people you can add. Forums still have more advantages, though they require more attention, but this would help even play a bit.--Necrofeelinya 12:29, 26 July 2009 (BST)
No, because forums will only have specific people on them. You can't call up anyone at any time. This suggestion, coupled with the name database, gives you any character at any time, whether they want you to or not.--Yonnua Koponen Talk ! Contribs 14:23, 26 July 2009 (BST)

How would zombies text each other? O__O --RahrahCome join the #party!11:54, 24 July 2009 (BST)

Same as survivors... I envision a PM function added to the standard game interface. Maybe you hit a button and it opens a box on your contacts page, allowing you to choose a contact and send a message. Something like that.--Necrofeelinya 18:28, 24 July 2009 (BST)
Alas. It is already made. You click the wiki button, it takes you to the wiki where not only do you get to just talk, but make groups pages, link them to forums for secret stuff, and all kinds of glorious things.--Agunin_Anoven 23:17, 24 July 2009 (BST)
And just what percentage of players use the Wiki? The point of this is to make something everyone can already do more accessible. Making it involve a bunch of steps just discourages people... it should be part of the player interface in-game.--Necrofeelinya 02:14, 25 July 2009 (BST)

Nerf? Don't you mean buff mobiles? No zombie texting... please. It's just so out of character/genre -- boxy talkteh rulz 15:38 24 July 2009 (BST)

No, he means it's a nerf because there's a better system.--Yonnua Koponen Talk ! Contribs 16:46, 24 July 2009 (BST)
Oh, I thought the suggestion was to allow text messages if you've got a mobile phone for no AP. Surely PMs need to be explained, and using the mobile phone is the obvious choice. Just having it so you can magically, perhaps telepathically, contact others is ridiculous... may as well leave it for the meta-game -- boxy talkteh rulz 09:15 26 July 2009 (BST)
Perhaps instantly registering all new characters to an official forum? Although not everyone would use it by any means.--Yonnua Koponen Talk ! Contribs 14:24, 26 July 2009 (BST)

I've always wanted a Nerf-o-mobile. --Midianian 17:31, 24 July 2009 (BST)

I'd be satisfied with a small plot of land in a warm area, with a source of fresh water, a self-sufficient farm, a couple of dairy goats and some chickens, a place to grow fresh peppers, a dark cellar for mushrooms, an olive tree, a lemon tree, perhaps a walnut tree or some other kind of nut, and a chance to watch the sunset each day as I set off improvised homemade explosives and rockets, performed bizarre chemical and medical experiments that create and eerie and unnatural glow when viewed from a distant hillside, perhaps even signaling to alien spacecraft, and burned and buried the bodies of indigents and girl scouts unfortunate enough to cross my path... oh, for the simple life... just like Little House on the Prairie. : )--Necrofeelinya 02:26, 25 July 2009 (BST)

Part of the atmosphere of Urban Dead is the sense of isolation and inability to easily coordinate; alas, that genie is already out of the bottle, and no amount of pushing will get it back in. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:17, 25 July 2009 (BST)

True, but if that's the case, why not accommodate it in a way that makes it easy for all players to participate? If you've got a system with exploits that only some players use, and it gives them an advantage, why not just acknowledge the exploit and help everyone use it?--Necrofeelinya 02:29, 25 July 2009 (BST)

I like the sentiment and mechanics of this, but ultimately I don't think people will go for it. External boards allow all sorts of stuff the game would never do (like pictures) and don't tax the UD server. You do have a good point about the newb problem - we have advantages they don't - but that also applies for all the in-game skills, like faster walking, free running, hitting what you shoot at, etc. That's just how it is, and although I don't necessarily like everything about that, nobody stays a newb forever. Anybody who really cares about blow-by-blow contact and strategic warfare will seek out the channels everyone else uses to communicate. I'm not trying to discourage you - I just think you're facing some pretty tough hurdles. -George Zip ◆◆◆ 02:39, 25 July 2009 (BST)

I also like the sentiment, and I agree that in-game communication ought to be encouraged and made easier, especially for zombies. However it is a fallacy that newbs don't metagame. Noobs don't consider strategy and they won't regardless of how easy it is for them. That's what makes them noobs.--GANG Giles Sednik CAPD 07:00, 26 July 2009 (BST)
True. Eventually, though, most either level up or idle out. And the rest? Well, it's a free postapocalyptic world. -George Zip ◆◆◆ 03:56, 28 July 2009 (BST)

Wait, I don't see why "only some people" can use outside resources to augment playing the game. You mean to tell me if I meet some people in the game with whom I would like to organize that I can't get in touch with them out of game unless I'm a certain level in game or what?--Pesatyel 20:28, 26 July 2009 (BST)

Right, being lazy isn't a handicap that we need to design the game to accommodate; If someone doesn't want to make an effort they they shouldn't be surprised when they don't get a result. That said, newb ignorance probably constitutes a significant potion of non-metagaming UDers, especially for people who are new to this kind of thing. It seems like the answer would be to spread he word about IRC rooms in game, not to flood the server and/or reduce character playability. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:39, 26 July 2009 (BST)

I have no idea why nobody else has been commenting, but I personally am way down for this. UD definitely needs better in-game communication. I've used boards and forums to metagame before but I've always thought that ideally you'd be able to do all that communication in-game. Even this suggestion wouldn't make that happen, but it would allow the more casual members to organize effectively without all that mucking about with forums.

But I would much rather see the number of PM's per day limited rather than the number of available contacts to PM, though (maybe 20 or so per character per day?). This would cut down on the inherent spam problem, as well as limit the greatest possible number of people you could PM at a time, while not restricting the number of possible people you could contact.

I see how zombie<->survivor communication can be used both productively and for harassment. So what I would suggest is that there should be (gasp!) a checkbox in the settings menu to toggle PM's from the other side of the life barrier.

Also, an option to PM all contacts of a certain color at once would be good; this would use up as many of the day's PM's and IP hits as there are people of that color in the list, naturally.

Wee, wall of text.--Idly Hummingbird 03:15, 5 August 2009 (BST)

There were loads of comments. Rosslessness accidentally deleted them instead of this whole suggestion, which should've gone isntead. Since you've reanimated this discussion (not really, but kind of), I guess it stays for now or something? If Ross drops by, feel free to revert this, but take the suggestion with it.--Yonnua Koponen Talk ! Contribs 17:57, 6 August 2009 (BST)
Yep screwed the pooch on that one. But hey fresh feedback, so we'll let it stay. RosslessnessWant a Location Image? 19:42, 6 August 2009 (BST)

Suggestions up for voting

Infected Blood

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Road Flares

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