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.


Please add new suggestions to the top of the list


Suggestions

Conditions

Timestamp: Brainguard 01:50, 24 August 2009 (BST)
Type: Game change, new item
Scope: Survivors
Description: Survivors, due to the stress of zombie combat, would begin to have different conditions:

Conditions

  • Hunger - happens at random intervals, cured by eating food item. Movement costs an extra AP for every 30% extra encumbrance.
  • Thirst - happens at random intervals, cured by drinking water. Every "active" action (movement, attacking, etc) has about a 1% chance of lowering HP by 1.
  • Filth - chance of happening when attacked, cured by washing off. Increased chance of Infection.
  • Buzz - comes from drinking alchohol, wears off in 3 turns. Increased melee attack.
    • Tipsy - comes from drinking Beer while Buzzed, wears off in 3 turns. Movement costs an extra AP for every 30% encumbrance.
      • Drunk - comes from drinking Beer while Tipsy, wears off in 3 turns. Reduced firearms accuracy.
        • Poisoning - comes from drinking Beer while Drunk, cured with FAK. Infection-like effect from alchohol poisoning.

It is possible to have multiple conditions at the same time (except that new alchohol-related conditions replace old ones).

Items

There would be a new Mall store called a "Food Court".

  • Water Heater - Factories, Power Stations, Mall Hardware Stores, Storehouses. Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (cures Filth). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
  • Canteen - Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses. Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures thirst but empties the Canteen (can be filled fo 1AP in powered buildings with Water Heater).
  • Fast Food - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures Hunger, but, due to the diuretic nature of soda and grease of fast food, has a 50% chance of causing Thirst.
  • Meal - Hospital, Bar, Mall Food Court, Bar (Pub), Hotel, Fort Storehouse. Cures Hunger.
  • Hot Stew - may be created from a Meal in any powered building with a Water Heater. Cures hunger AND thirst.

Discussion (Conditions)

Look drop the alcohol you seem to have an alcohol fetish. Unless you can put a new, radical, amazing, borderline stupendous turn on the drinking idea it will be slammed so far down into itself by dupe votes that it will have to drop it's pants to say hello, cut the alcohol clean off of your suggestion if you want a chance of passing. And what do you mean by filthy giving you an increased chance of infection? a zombie bite is a 100% chance of infection on hit, 0% on miss simple as that. If your saying that there should be a chance of getting infected by simply being in filthy clothes, well that is a dupe of a suggestion that died horribly in flames about a week ago. As to hunger and thirst, we survivors REALLY don't need another thing to screw us over in sieges or when traveling cross country. I'm sorry man but I just don't see anything in this one, not so much as a glimmer.

Do you even think before you post this stupid crap here, or do you just write down "screw over survivors for no reason" and start hitting keys randomly until it's big enough to be an idea? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:15, 24 August 2009 (BST)

I like to screw over survivors personally lol... anyways I see where brain is going with his ideas and I love realism as much as the next guy, but brain... there are few people who will actually agree with realism as in most eyes realism=less fun and nonrealism=more stuff to shoot at. --Gat 05:26, 24 August 2009 (BST)

ALIM2008.PNG LOOK GUYS, ANOTHER ONE
Thisisu.JPG

--DANCEDANCEREVOLUTION-- 05:30, 24 August 2009 (BST)


Rebuff to Warning

To show Lelouch why I didn't post it here, I'm posting it here so you can all have a load screen for 5 mins, blame lelouch >_>

WARNING

*code red, code red, we have a Kakashi on crack breach in sector UDwiki! please, all personell read this before even thinking of responding to this for the love of god!!!*

1243599986875.jpg HyperAnnoying
Kakashi on crack is a jerkoff, a psycho, a teenager on too many stimulants, and a hyperactive delinquent. He also has the most annoying templates on a single page.

If reading the intellectual filth on his userpage isn't annoying enough, then reading his drug-induced suggestions is enough to send anybody over the line.

You've been warned.


Fire.jpg Hell
This user is going to Hell.

I'm taking a big ol crap on Malton, and it doesn't even need any revives!!!

ok... now that you know the rules and procedures and the fact that I'm crazy... read on to find out all my ideas I've compiled into one page, its a developing suggestion and anything people don't like (the majority) will be removed!

Gat's crap

Timestamp: Crazy Hobo Man 06:52, 21 August 2009 (BST)
Type: Crap
Scope: Everyone you MOFO
Description: ehh... I hope this schnizz works :D



Random crap

before I begin, let me take to saying I have no fucking clue how to code shit so you don't ask ahead of time ^_^ I will say though that I have worked with TES construction set, nwn toolset, and a few other quest-creators/world-editors... Also take notice that all these ideas have been pre-created and the majority were duped or attacked by zergers on the wiki. --Crazy Hobo Man 06:52, 21 August 2009 (BST)


nails, you can find these basically anywhere, these can be used with some sort of weapon that can be used without causing damage to the item itself (axe, pipe, crowbar, pistol/shotgun, etc.) nails will allow you to nail items into a wall and such, unfortunatly certain items (such as ammo, metal-based items, flareguns, etc.) when you try to nail them to the wall will not work, and some may cause sparks and damage to the player who tried to nail them to the wall (A.K.A. evil guy bob tries nailing a flare gun to the wall and a flare gets let loose, hitting him in the chest and causing a random amount of damage from 1-10) --Crazy Hobo Man 06:52, 21 August 2009 (BST)


string, yes string, I think it should be able to be used to decorate houses, basically you find them in factories, malls, office buildings, and any useless area in the game. when you use it you get the message " (insert building name) seems to be covered with a ton of string... whoever was here last must have gone mad... it will then give an option to remove string, removing string will put it into your inventory and if dropped will auto-place onto the area but instead will say "there is a pile of string on the floor" and give an option to pick it up... string has a 50% chance of disapearing every week IRL.


Needles: needles are a special item used in combo with something else found later on in this... basically if used as a weapon they have a 10% base chance of hitting and do only 1 damage (and you will randomly get the "you stab the zombie to no affect" text if you miss since I don't see how someone can "miss" a swaying zombie with a tiny needle...)


the incinerator: in powered factories, people will now find these, you can put any item into these to get ashes (if they weigh more then 2% encumberence) or just for an alternate way to get rid of them... They also have a useful effect! suicide bombing!!! no it's not what you think. Bassically if you are grabbed onto by a zombie or have been attacked by one in the past 30 minutes, you can drag them into the fiery infernos of the incinerator at a 50% chance of you coming along... this has positive and negative effects...


on the bright side, this will cause the zombie holding onto you to revive at half HP, on the other hand it will do the same to you until you get revived/FAKed... in other words as soon as someone FAKs or revives someone who was incinerated, they will no longer start at half HP, simply inserting a syringe into a zombie is enough to heal them of their burn status... let alone if it works or not... Also any clothes you had on will remove bloodstains when you go into the incinerator but will now appear as charred or nearly-destroyed clothing/apparel. --Crazy Hobo Man 06:52, 21 August 2009 (BST)


Tailoring skill: basically when a survivor gets this skill, they can make simple clothing no matter what level they are or anything, all they require is string (used as thread) a needle, a knife (for cutting) and a bolt of cloth (will appear as 1/4 2/4 3/4 or 4/4 when found)... On use, the system will randomly generate a color and thats what color all clothes made with that cloth will be until the cloth is used up (maximum of 4 uses from a 4/4 bolt of cloth)... making a main item (shirt, pants, or jackets) will cost 5 AP and making a sub-item (hoods, gloves, etc.) will cost 2-3 AP. certain items such as boots will not be able to be made... --Crazy Hobo Man 06:52, 21 August 2009 (BST)


raining, every 72 hours it will rain, if your character is outside or in a building with smashed windows, their clothes will be soaked for 2 hours...


drunk, yeah you should get drunk if you drink too much beer, then everyones name will be slurred and if you try to talk you'll sound like a zombie shitting themselves. I'm surprised some of you haven't died from alchol poisoning by now...


rage hour and survival hour, selected randomly every day, these will give slight boosts to the two sides stats making the game have a bit of strategy (basically from what I can tell, a zombie is most active at midnight and a survivor is most active at afternoon, in otherwords, perhaps at randomly selected times it will be "midnight" or "afternoon" but it'll never be the same one twice in a row... during these hours, the appropriate team may gain a slight bonus, say 1 extra damage, better search rates by 3-10%, and better attack rates by 3-10%?)


shitting yourself, when your about to die, even if offline, you can't tell me you'll sit there with a straight face? if I was a human and was about to get killed, I'd be shitting myself! (in otherwords the pants will then appear to have brown/green smudges on them that will disapear when you change your pants) 50% chance of happening?


on-death message, basically when you die, your character may say something silly like mother fu... or oh shi... or gaa... or something random, these would be togleable so you would or wouldn't have them and they could be ignored...


shrooms, the sequal! basically, when you eat random mushrooms on the ground, random thigns will happen, in other words: say survivor eats this shroom, they realise that it was poisoned and die instantly, another may make them high reducing attack hit chance but improving their damage (somehow O_o) and another may luckily give them 1 extra AP on the next AP give time, but only once! on the other hands zombies could eat any shrooms they see to no effect but for strategy reasons...


shroom reading skill, if the above is added to the game, anyone no matter what side they are on will be able to purchase this skill giving them a 50% chance of finding out the effects of one shroom in the area, afterwards they can choose to eat the shroom or "flag" it (leave something to show it is poisoness and/or could help them...)


Ascension, for those who don't get it, basically its for those guys who are maxed out with nothing to do... when they ascend, they will restart as a level 1 with enough EXP to get 1 extra starting skill, on a second ascension they will get 2 extra starting skills and at a third they will get 3, after three ascensions they will be perma-maxed with that character. this would only be available to those who are maxed level and have acumulated 1000 EXP (a simple task, trust me) on every ascension they will have to improve their search skills or attack skills with a certain weapon by 3% chance of hitting overall, not large enough to affect the game majorly but enough to make a difference on their third ascension with say claws as their weapon of choice all three times. (at max that would be 50%+10% on grab+9% from ascensions=69% chance of hitting instead of 60%, this could be changes to 2% instead to reduce it to around 65% chance of hitting at max) this would be useless almost to a casual guy but the people who are serious about UD will have a tactical advantage! --Crazy Hobo Man 06:52, 21 August 2009 (BST)

Clarification: when you Ascend, you will keep any clothes on you, and the majority of items that weigh 5% or less, you will just be reset to level one and randomly teleported to another building of similar status (if in NT building, will be taken to another safe one, if in mall, same thing, etc...


Zombie specific skills/weapons/etc.

Zombie sniper bite! basically this skill will be extremely useful to zombies and possibly help fill the gaps between zeds and survivors without causing any major differences...


Zombie sniper bite is... another zombie skill... this skill will seem useless on the everyday survivor but will be extremely useful in large raids and such!


basically zombie sniper bite can be taken after getting infectious bite, digestion, and neck lurch... this ability (which will have a name change if people like it) will give a zombie a +2% chance of hitting on bite attacks but mainly gives the zombie a chance to do something serious to the survivors! when using bite attacks with this skill, zombies will have a 30% chance of disabling the survivor's ears! When a survivor's ears are disabled, they will only hear every 4th word said, this will limit it so if people meta-game this they will be forced to waste a lot more AP to get a messagde to deaf survivors! a human who is deaf who wants to be able to hear again must A. kill themselves causing the zombie regenerative process (only explaination for how they get up so often) or B. get healed by SOMEONE ELSE and will have no affect if they heal themselves...


Common tounge! basically a comprehension skill for zombies...


basically if zombie A says "come out humans" in zombie, it being this EXACTLY just in zombie, anyone with the common tounge skill who IS a zombie will hear "come ot humanz" or something similar as it is their "common tounge" and they understand it well. very usefull for zombbies!


body-rot

with this ability, zombies can hide O_O

zombies with this skill will be able to go into a new "mode" called body-rot IF they have 25 AP at least or are below 50% health... activating body rot has useful, and negative effects on the zombie...

basically zombies will have a new button called "body rot (on/off)" that they can activate to make their bodies... well rot... rotted bodies will soon fall to the ground from rapid degeneration (next reset) and will appear as corpses that "smell horrible" (not strange).

in this state, any other zombies in the area can tell that they are alive and will be able to do anything basically to them (including a new attack) but at the same time humans won't be able to touch them... this has good and bad effects...

good effects:

can't be hurt by humans

can be dragged inside by a fellow zombie

can stay alive if dieing

can be used kinda like a hide in plain sight like in dnd

bad effects:

CAN be hurt by other zombies

will regenrate turns at half the rate

will lose 5 HP due to body rotting

will have to spend the natural 1-10 AP to stand up


Kick the corpse:


zombies with the "kick the corpse" skill will be able to kick a corpse at someone... kicking a corpse at someone will count as a ranged weapon attack with a base % of 30% along with human-based ranged weapon bonus skills you can get!

because kicking a corpse counts as two attacks, it will cost two AP to kick a corpse at someone


a corpse that has been kicked at someone will be counted as that corpse "temporarily grappling" them even if they don't have tangling grasp skill so that if they wake up and haven't been taken outside, they will be grappled to that person until they are ungrappled by natural means...

kicking a corpse does: 5 damage to a survivor, 3 damage to the corpse on next revive

a corpse can also just be kicked with a button to do 3 damage to it only... if done inside a building that someone can commit suicide in, they will be kicked off of the building dealing an extra 5 damage on getting up from the fall. (still 2 AP)

remember 1 thing! this skill may be extremely accurate and do massive damage, but you can only kick a corpse one time until they die again! this means that you should make the most of it as a chance to try and do extra damage if there is one corpse while doing this... at the same time people could enter a mall infested with zombies and play a game of corpse ball :D --Crazy Hobo Man 06:52, 21 August 2009 (BST)


brute strength:

basically with this skill, a zombie can automatically tear down one barricade level at the cost of 10AP if the barricade is lightly caded or below... unfortunatly this also means that they had to have an adreniline rush and won't be able to open doors until the next reset!


extreme diseased (prestige class for zombies since humans get zombie hunter)


extreme diseased is the skill a zombie can take once they have ALL other skills in the zombie category, it is extremely powerful and as such requires that a zombie truly want to be a zombie...

you are a zombie... you walk the lands searching for scraps and have mastered almost everything... recently you found that your targets are weak and pitiful... and have mastered the ways of the scum humans you consider food...

you now have an extreme immunity to necrotech syringes... even inside a powered necrotech facility they only have a 50% chance of reviving you...

with this skill you will be able to buy additional skills for your prestige zombie!


extreme undead skills

advanced memories of life: You can now identify what they are by an initial next to their name when you see someone... NT(necrotech) D (defense such as military, firefighter, or police) M(medic) Z(zombie) B(anyone who is brainrotted will also get this initial next to their name) S(scout) C(civilian) H(hunter) ED(any other extreme undead)


body odor...


You have been finding it hard to mask that you are here as of late... every time you fall you let out a horrible stench that can be smelt from blocks away.

you can now release a stench into the air that anyone can smell and track to you... this skill is manually activated unless dead...

first 24 hours corpse: anyone inside or outside the square you are at can smell your horrible stench and can try jabbing you with syringes and FAKs to get the smell to go away...

third 24 hours: anyone in map range will smell your presence, any survivors with 1-2 HP who logs in will find themselves dead...

fourth 24 hours dead/corpse: anyone within groaning range will smell your presence, the smell is now too much for the survivors and anyone with 6 HP or less will find themselves dead...

fith 24 hours: the smell disapears! doesn't matter if you are active, your body has now used up all resources and you must stand or sit as if you are any other corpse... you have lost your ability to produce gasses for 3 resets after you get up...

advanced "regnerative" mode: you can double your ability to withstand damage but will also have your attack% chance of hitting cut to 1/4 its normal value... this can only be activated with 25 AP or higher


adrenaline rush advanced:

you can rip off the barricades of VSB or lower for 80AP, in other words you will be at -30 AP and have taken 30 damage... only to be used as a last resort...


extremely advanced brain rot: your brain is mush... litterally... you now have a 25% chance of being revived in a necrotech building that's powered... good luck with that :P


hunter skills

I find that humans are OPed as it is and require no more skills... I do however think it is shitty to have a "zombie hunter" prestige class with only one fucking skill...

my skills I suggest for zombie hunters will have to be taken in order, you heard me you don't have a choice in the matter :P


zombie trap!

A hunter can set a trap in front of the door for 20 AP, this trap will allow a hunter to gaurd an area but will deactivate as soon as they leave the area... this trap will place any melee weapon in front of the door so WHATEVER enters through the door (human or zombie)will get auto-hit by it once and will be unable to miss it unless they have the sense trap skill, then the trap will be deactivated and the weapon lost... yeah not that useful but will probably scare the crap out of someone when they enter a building to find out "so and so attacked you with a (weapon) for (#) damage"

NOTE: if one hunter has set a trap and a second one tries to in the same area, both traps will be deactivated


sense trap!

A hunter with this skill will be able to see if a trap is set at the front entrance when outside of a building, if they try and enter it the weapon will be reduced to only a 50% chance of hitting...


morale boost!

this skill will allow a hunter to boost the morale of nearby survivors to give a bonus to their search rates in that building until 5 hours have passed.

the list of + to search rates is as follows...

+4% if there are only 5 or less people in the room

+3% if there are only 10 people or less in the room

+2% if there are only 24 or less people in the room

+1% if there are 25+ people in the room to a max of 100 people


called shot

a hunter can aim at the claws or head of a zombie with a weapon but their chance of hitting is slashed in half, when aiming at the head they will recuce 1 damage from bites and while aiming at the claws they will reduce 1 damage from claw attacks until the zombie dies/gets FAKed... these effects will last until the hunter leaves the area so trenchies can't abuse it, if anyone else tries to shoot the same zombie with a called shot, they will get a message saying the zombie is crippled enough already and instead do a normal attack


extended comprehension:

a hunter can make out some words a zombie says, meaning they get a partial version of common tounge skill, this can be useful in finding out information

this skill also lets a hunter get an additional 1 EXP point when reading books or reviving a zombie!


radio-bomb if the zombie hunter has 30 AP, a FAK, a toolbox, handheld radio, and flare gun, the zombie hunter will try to mix them together with a 75% chance of success, making this bomb is probably the second most usefull zombie hunter abilities ever!

the radio-bomb will remain on the hunter until they die and will take up 20% encumberance in the player's inventory... a small price to pay for its usefullness...

basically if the said hunter was to be killed by someone, they would be shot out of the building by a small explosive connected to the zombie hunter's pulse... this will do 10 damage instantly and force the person who killed them outside of the building... if they are inside a building that you can commit suicide in, they will fall out the window from the blast..

if the said person was grappling them when they died, the explosive would do a whopping 30 damage as they were holding onto him/her and will still shoot them out of the building (yes I know its OPed but zed hunters should be badass... not an excuse for a free griefing skill...)


(must have all other hunter abilities first)


necro-trap, this skill requires the hunter to have every skill other then this in-game to get it. The hunter can set up a trap inside a building for 50 AP, three syringes, and a toolbox. the trap that will shoot three syringes at the next three zombies to enter the room. will have a 90% chance of sucess, and the other 10% says you will get killed immediatly. All three syringes have a 70% chance of success since they aren't being directly applied...

reminder: this skill will auto-deactivate if someone else tries to put a trap in, if the hunter leaves the area his/her trap will be disabled and have to be rebuilt...


headhunter skills

a new prestige class to futher the chaos...


the headhunter class will have only three skills...


death rattle human: can talk using death rattle as a human


human hater: does an extra 1 damage to humans as a human and will also have 10% added to hit% chance against them...


hide: will become a "corpse" any actions they do will reveal their true nature... also if zombies feed on them, they will auto-become a zombie, it will cost 5AP to stand up, and if a human searches they will find them alive revealing their nature! (can only be used with 25 AP or more)


and I may update this :D --Crazy Hobo Man 06:52, 21 August 2009 (BST)

Discussion (Gat's crap)

by the way I realise a few of these may deserve to be in do's and don't's... that's why they are here for inspection :D--Crazy Hobo Man 07:14, 21 August 2009 (BST)

Headhunter is probably on every PKer's wish list. and zombie headshot is a dupe.

eh I don't mind if you don't sign your comment... anyways if your reffering to zombie sniper shot, it really isn't a headshot and I had no intention of making it that, I only used the name "sniper shot" because usually they are aimed at the persons head if they are using sniper rifles and in this case the ears. I really think PKers deserve some motivation to PK... otherwise whats the point in the first place? think about it... --Crazy Hobo Man 00:19, 22 August 2009 (BST)

Random Crap: Firstly, ditch the tailoring. UD players shouldn't be wasting their AP on clothing, they should be using all of it to fight in the apocalypse. The incinerator thing is goddamn stupid because we should be incinerated if we fall in there, also, no insta kills. Rain and Drunk are both dupes. Rage and Survival hour is interesting, but 'shit yourself' is fucking nonsense, on-death message is a dupe I'm pretty sure, shrooms is, again, stupid, drugs in UD are dupes already and are quite obviously not wanted by the community. Ascension is interesting, it'd give those mega old zombies an excuse to tear up malton.

My final proposition? Sift through this shitheap and among the dupes, spam and utter crap, you might actually find workable suggestions in there that a majority of DS might actually want to participate in. But there's way too much here to discuss. Take it a couple at a time. --DANCEDANCEREVOLUTION-- 00:19, 24 August 2009 (BST)

You're supposed to post each of these suggestions as their own section. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:21, 24 August 2009 (BST)


ALIM2008.PNG LOOK GUYS, ANOTHER ONE
Thisisu.JPG

--DANCEDANCEREVOLUTION-- 05:30, 24 August 2009 (BST)


Military Equipment

Timestamp: BlueSpurt 16:22, 23 August 2009 (BST)
Type: Additional weapons, class change
Scope: Survivors
Description: In an attempt to pick up the fight against the zombie onslaught, the military has upgraded their soldiers' arsenals...

Combat Pistol:

Damage: 2 points (1 against a flak jacket.)

Base accuracy: 5%

Capacity: 14 Bullets from Combat Pistol Clip

Locations: Mall Gun Stores (5%), Armories (6%), Police Departments (3%), Streets (0.05%), Junkyards (0.05%)

Encumbrance: 3%

Semi-automatic pistols were standard issue support weaponry for many modern military forces before the outbreak, including Malton's. In an attempt to pick up the fight against the zombie onslaught, the military has upgraded their soldiers' arsenals and equipped them with these combat pistols. Before this ordeal, there was never enough combat pistol ammunition in Malton for survivors to make use for the existing combat pistols in mall gun stores, armories and police departments. Now there is a fair amount of ammunition lying around from fallen soldiers, and the military are sending more equipped troops in. This pistol's main advantage to the regular pistol is it's large clip capacity. It's ideal for anyone who wants to deal around the same amount of damage as a regular pistol would (take away a few damage points) and save a few action points. In theory, regular pistol would be best used when you want to kill a target and this pistol would be best used when you want to damage a target.

Combat Pistol Clip: 

Used by: Combat Pistol

Contents: 14 Bullets

Locations: Forts (3%), Malls (2%), Police Departments (2%), Fire Departments (2%), Hospitals (2%), NecroTech Buildings (1%), Mansions (1%), Cathedrals (1%), Junkyards (1%), Streets (1%)

Encumbrance: 3% / 0% when loaded

The most popular locations for survivors to visit are now slightly littered with combat pistol clips. They are still quite generally hard to find, but the 14 bullet capacity makes up for that in resourcefulness. Some may say that this is abuseable because survivors could stock up on combat pistol clips and have a godlike amount of bullets at their disposal - my argument for that, that even in a fort, the most popular location for military-based survivors to head to and thus the best location to find combat pistol clips, the average amount of searches it would take to find a clip would be 33. That in mind, you would probably find one in a day of searching - 14 bullets. Now go look at the regular pistol clip. In mall gun stores, the most likely place to find regular pistol clips, the average amount of searches to find a clip is 9. That means that you would probably find 9 6-bullet clips in a day of searching - 54 bullets in total. So which one is more abuseable?

Combat Shotgun:

Damage: 4-6 points (1-3 against a flak jacket.)

Base accuracy: 5%

Capacity: 8 Shotgun Shells

Locations: Forts (3%), Malls (2%), Police Departments (1%), Fire Departments (1%), Mansions (0.5%), Junkyards (0.5%), Streets (0.3%)

Encumbrance: 5%

The obvious advantage over other weapons here is the fair clip capacity and damage. Landing all maximum damage hits from fully loaded combat shotgun on a target with no flak jacket would inflict a total of 48 damage. A large sum indeed, but it is balanced out by the large request for AP (1 AP to load each shotgun shell) and the large defensive advantage of the flak jacket against this weapon. Also notice that damage done per shot is a random number between 4-6 (1-3 against a flak jacket) inclusively. So one shot might do 4 damage, another might do 6, the next might do 6 again, the next might do 5, etc. It uses regular shotgun shells, just like the double-barrel shotgun does. The combat shotgun has now become common in popular survivor hotspots.

Riot Gun:

Damage: 1 point (3 when the attacker has the "Headshot" skill.) (0 against a flak jacket where the attacker doesn't have the "Headshot" skill.)

Base accuracy: 5%

Capacity: 6 Rubber Bullets

Locations: Forts (6%), Malls (5%), Mansions (4%), Police Departments (3%), Fire Departments (3%), Hospitals (3%), Junkyards (2%), Streets (1%)

Encumbrance: 5%

An extremely weak and useless weapon in itself, but a fairly usful weapon from a tactical point of view. Pretty much all of these were carried out of police departments and forts to supress riots within the city during the early outbreaks. Most were taken to the city borders and never seen again, and many more stayed by officers' sides whilst they were evacuated. The military has airdropped a decent supply of these into survivor hotspots across the city, making use of the many rubber bullets littering police departments and forts. It's main use is as a tertiary weapon against the zombies. Got a zed with 2 HP but don't want to waste your shotgun shells? Hit it twice with this - simple.

Rubber Bullets:

Used by: Riot Gun

Contents: 1 Rubber Bullet

Locations: Forts (8%), Malls (6%), Police Departments (5%), Fire Departments (3%), Hospitals (3%), NecroTech Buildings (2%), Mansions (2%), Cathedrals (2%), Junkyards (1%), Streets (1%)

Encumbrance: 3% / 0% when loaded

Basic 20mm rubber projectiles, used in Malton by the police and occassionally the military to supress riots by targeting dangerous individuals and pelting them into submission whilst not actually killing them.

Also, as aformentioned, Privates now start with combat pistols instead of regular pistols.

Discussion (Military Equipment)

First of all. Well done, search rates, basic accuracy and justification. Not a bad effort. Combat shotguns are a dupe. I'll find it in a bit. My question is; Why would anyone use such low damage weapons when they could use a fire axe instead? Also be aware people will bring up the dilution of search rates. If i'm after pistol ammo, how annoying would it be if my chances of fining some are reduced because I can only find rubber bullets which in some cases cause 0 damage? --RosslessnessWant a Location Image? 16:39, 23 August 2009 (BST)

RE: Thanks, I appreciate it. I tried to think this over a lot. As for your question - someone with a/some skill(s) to increase pistol/firearm hit chances may prefer to use a weapon that has a higher hit chance. Also, I am going to add that a player with the "Headshot" skill does 3 damage with the riot gun. —The preceding unsigned comment was added by BlueSpurt (talkcontribs) 16:48, August 23, 2009.

What is the accuracy of the riot gun, and as long as we are talking about it, the other two weapons as well? That makes a large difference, especially in the case of the combat shotgun. What is the encumbrance of the ammo and what are the search rates for ammo? Flack jackets work by reducing any damage above 5 by one, so guns are effected by it on a technicality, while you address it, I just felt like throwing it out there. My suggestion would be to put each one up for voting separately, so if a person dislikes one they don't kill all three at once and each is going to be long in its own right.--Uberursa 18:32, 23 August 2009 (BST)

The starting accuracies are all 5% My assumption was that each of the firearm skills increased that. --RosslessnessWant a Location Image? 18:37, 23 August 2009 (BST)

Seems to me that they're all useless weapons that dilute search odds and generally waste game space. Most of them suck so bad that even without considering searching for ammo, they're still not as good as a fire axe; the ones that actually have the potential to beat an axe are so inefficient when you factor in ammo-searches that no one would willingly choose to load up with them as opposed to shotguns or pistols. It's obvious that a lot of time and thought went into this suggestion, but it just doesn't seem like something that would improve the game in any way. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:51, 23 August 2009 (BST)

They're all simply annoying flavour spam, and encumbrance fillers, because they're all useless -- boxy talkteh rulz 21:37 23 August 2009 (BST)

Well, first we have Combat Shotgun in Peer Review for comparison. Second, flak jacket mechanics DO NOT apply unless that combat shotgun above does 5 or 6 damage, meaning that that shotgun will almost universally be doing 4 damage against all but newbies (ie. those without flak or Flesh Rot). The riot gun is effectively useless its only "saving grace" (as pointed out by the author) is saving a shotgun shell if the zombie is down to like 2 HP. The depends on whether or not you need XP. A little trick to gain extra XP is that you get XP for the damage you do, not the hp taken off the target. So if I use a shotgun on a zombie with 1 HP (and no protection), I earn 20 XP, not 11 (the other 9, to my knowledge, doesn't just go away because the zombie only had 1 HP). Your probably better off carrying a knife for those instances I think (or using a pistol) if XP isn't a concern. Mall search rates, you didn't take into consideration Bargain Hunting. The pistol is inferior in every way (except ammo capacity). I was thinking change the damage to 3, but that might over do it. Hard to say. The shotgun is twice as powerful as the regular one (when it comes to average damage per clip and using "5" as the average damage).--Pesatyel 21:45, 23 August 2009 (BST)

Seems good, Rubber Bullets could be used to discipline GK'ers or RK'ers.--Brainguard 02:22, 24 August 2009 (BST)


Leg Crunch

Timestamp: Brainiac 08:34, 23 August 2009 (BST)
Type: Zombie Hunter Addition
Scope: Survivors
Description: if your going to hunt a zombie you obviously want to do some major damage in any possible way,even if death doesn't occur a temporary disadvantage to the zombie would be major help. im thinking that if zombies can infect us and slow us down to get us to use a first aid kit we should be able to slow them down to.this skill would add a 20% chance of hitting the zombies leg and cause him to use twice the AP to move and cause half double damage but only with melee weapons.zombies with lurching gait would use 2 AP while others without it would use 4 AP and only way to rid of it would be to spend 6 AP to "fix displaced leg" but maybe lose 2 hp from blood lose.

--Brainiac 08:34, 23 August 2009 (BST)

Discussion (Leg Crunch)

Nooouuuu!! Leave my AP alone!--Maps 08:47, 23 August 2009 (BST)

You only need ask yourself if this would be fun to know its a bad idea. 4AP for movement is not fun!--Honestmistake 10:12, 23 August 2009 (BST)

This suggestion is offensive. 4ap just to move. --DANCEDANCEREVOLUTION-- 10:15, 23 August 2009 (BST)

You must have the most comically ill-chosen name on this wiki. --Papa Moloch 13:37, 23 August 2009 (BST)

Ah, if only you knew how truely good I am at Dance Dance Revolution ;) --DANCEDANCEREVOLUTION-- 13:46, 23 August 2009 (BST)

It's an interesting concept, but obviously needs to be better implemented. I say get rid of the additional hit percentage (20% is way too high anyway). I also say scrap AP from this suggestion altogether - use HP. You say you want to make this like a surivor version of infectious bite, yet infectious bite doesn't modify AP at all. Name doesn't work either. So here's how I picture this skill working:

Crippling Blow (Player can cripple a dying zombie (those with 12 HP or less) causing them to lose 1 HP per move for 2-5 moves.)

Have a new action button, "Crippling Blow" with two boxes next to it - one for which weapon to use and the other for which zombie. Good luck, hope this makes it to current suggestions and then soon. BlueSpurt 14:02, 23 August 2009 (BST)

No. Zombies already get the short end of the stick on AP-usage. Survivors don't need this overpowered buff, they just need to up the level of their game play. As usual. --WanYao 17:20, 23 August 2009 (BST) And infections are almost meaningless, almost not worth the AP needed to inflict them... and FAKs are cheap and easy to come by... This is the creme-de-la-creme of bad, super-trenchy ideas. --WanYao 17:24, 23 August 2009 (BST)

Your suggestion is broken, useless, and suggestive of someone who is too stupid or lazy to even think about their own ideas before asking others to fix them, and BlueSpurt's idea is just worthless. This suggestion isn't going to work. Take my word for it; it's broken beyond hope of repair. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:23, 23 August 2009 (BST) Edit Conflicts! Curse you Yao!

Why? It's a perfect suggestion! Think of these newbies who join the game everyday! Those who choose playing as zombies! They will have to waste amazing amounts of AP just for walking! With this, We'll show them the right way! The SURVIVOR WAY! That would balance the game, making it fair for us, poor survivors! UR AWESUM U DUDE :D! (No, seriously now. There's no fun in playing a game about zombies if no one wants to be a zombie)--Orange Talk 19:26, 23 August 2009 (BST)

This is effectively a quick way to knock down a zombie. While it wouldn't be effective at all in a siege environment, it would be useful in griefing lone, traveling zeds. This suggestion is useless to survivors and painfully annoying to zombies, akin to a bully pushing over a child in a playground. Also, you misspelled "loss." --Uberursa 18:38, 23 August 2009 (BST)

whoa... another noob who thinks that we should make the game urban alive! I'm sorry but this idea is crap, ok, its just crap because zombies are already weaker then survivors in every way, even in areas they should be STRONGER then them in... The only things zombies get are the ability to get up at full health, and not get turned into the enemy if they die... next thing you know we'll start seeing the necro-knife, a weapon that can revive zombies while hurting them for double the EXP -_- I'm pissed at all these survivor ideas now, seriously are you guys not already OPed as it is??? do you NEED to exterminate all forms of zombies? almost every zombie in the stats page is a rotter >_> (rage post out of anger at survivor ideas... --Gat 21:52, 23 August 2009 (BST)


Broken Glass

Timestamp: Mooman72v2 07:32, 23 August 2009 (BST)
Type: Weapon Change
Scope: Survivors
Description: Ok, so since wine bottles are considered weapons, I think that instead of breaking on the first use, they could become 'Broken Bottles' which would do more damage than the regular bottle (something like 4 damage) but have less chance to hit (something like 5 to 10 percent off) than the regular wine bottle. There could also be an option, when inside a building, to 'Break Bottle,' negating the need to attack with it. What do you think?

Discussion (Broken Glass)

I think its a dupe... I will leave others to check though. --Honestmistake 10:13, 23 August 2009 (BST)

Yep, a few times over I believe. --DANCEDANCEREVOLUTION-- 10:16, 23 August 2009 (BST)

Suggestion:20070825 Bottles as Weapons V1.5 -- boxy talkteh rulz 10:21 23 August 2009 (BST)


Vault

Timestamp: Brainguard 20:46, 22 August 2009 (BST)
Type: Building change, new skill
Scope: Banks and NecroTech Buildings
Description: I had earlier suggested a storage closet idea, but realized it had too much zerging potential. So here is my revised idea, vaults:

All banks and NecroTech buildings (and Malls and Fort Armories) would have a storage vault. To use the vault, the bank would need to be powered, and you would need to buy any of these three skills:

  1. Hacking (a scientist class skill)
  2. Safecracking (a military class skill)
  3. Locksmith (a civilian class skill)

When in the building, humans would have two options, "Take [item] from vault.", and "Put [item] in closet." Any items in the closet could be used by anyone, but there is a 20 item limit to closet items. Flavor text:

  • Putting in: "The lock on the vault beeps/clicks/turns and the door opens. You stuff your item in and slam the door shut again."
  • Taking out: "The lock on the vault beeps/clicks/turns and you take out a(n) item before shutting the door."
  • Too many items to put more in: "Despite your attempts, the vault has reached its capacity limit." (0AP spent)

Zombies can also attack the vault doors. Humans with a toolbox can repair them. Vault doors have the same damage system as radio transmitters or generators: 'dented', 'battered', 'damaged', 'badly damaged', and destroyed. When the doors are destroyed, successful attacks will destroy one random item in the vault.

Flavor text for destroying & repairing:

  • Hitting a vault with non-destroyed doors: "The vault door is dented/battered/damaged/badly damaged from your swing/shot/claw/bite."
  • Completely destorying the vault doors: "There is a bang as the vault doors crash to the floor."
  • Destroying an item in the vault: "Your swing/shot/claw/bite smashes a(n) item contained in the vault."
  • Missing an attack on the vault: "The vault echos, but there is no damage done to the vault or its contents."
  • Repairing a vault with a detroyed door: "You pick the remains of the the vault's door and reattach it to the lock."
  • Repairing a vault: "You tighten the hinges and bang out the dents on the vault door."

Discussion (Vault)

I don't see how this fixes the zerging problems in the earlier suggestion. Also, if you obtained one vault skill, what would the other skills do? Ideally, there should only be one skill.--Yonnua Koponen Talk ! Contribs 20:50, 22 August 2009 (BST)

Well, he attempted to by putting doors on his Storage Closet and requiring a generator. But I don't think that is enough of an offset to counter all the zerge issues.--Pesatyel 21:01, 22 August 2009 (BST)
Zergers couldn't just make expendable accounts - you would eed to be lvl2 or higher.--Brainguard 23:11, 22 August 2009 (BST)
And getting to level 2 is difficult now?--Yonnua Koponen Talk ! Contribs 23:12, 22 August 2009 (BST)
No, but
          1. You won't see a million lvl 1 zergs descent upon a vault and deposit everything they own.
          2. Anyone can take the items out, so it isn't exactly "trading".
          3. Must be in a powered, unruined bank. So it may take some effort to find one.

Basically, it's to hard to create insta-zerg armies without some effort. --Brainguard 00:13, 24 August 2009 (BST)

There was a suggestion some time ago that involved players using a bank's safety deposit boxes to store items for themselves. Unless your adamant about sharing items (in which case, go ahead and stop now) you might want to try that line.-- Pesatyel 21:01, 22 August 2009 (BST)

Yeah, I'm for item sharing.--Brainguard 23:11, 22 August 2009 (BST)
Go ahead and stop now. --Bob Boberton TF / DW Littlemudkipsig.gif 23:22, 22 August 2009 (BST)
It wouldn't be trading, just communal sharing. --Brainguard 00:13, 24 August 2009 (BST)
Item sharing would add tremendously to game play if only we idn't have so many sad-sacks willing to create disposable accounts to search for them.--Honestmistake 02:19, 23 August 2009 (BST)
All it would add would be dedicated survivor ammo/syringe search "sub-groups" that do nothing but re-supply their front line group-mates. The huge encumbrance that survivors can carry now more than makes up for not being able to store things in cupboards or vaults. Sharing/trading/giving just wont work in a low tech game like UD, which is why it will always be spammed, with extreme prejudice -- boxy talkteh rulz 02:39 23 August 2009 (BST)
That might be true if we had limited resources. But all these suggests are is "arming the new character" suggestions. The maxed character, with nothing to do, searches with maxed percentages for all the "good stuff" for their new alt.--Pesatyel 22:30, 23 August 2009 (BST)

Here's a link to a suggestion that allows for caching without the zerg problems, and it was almost duped by one similar to this -- boxy talkteh rulz 10:39 23 August 2009 (BST)

The point is that it would be a communal caching. That way, groups can have a shared cache if the TRps fall. --Brainguard 00:40, 24 August 2009 (BST)
Actually, I looked at the suggestion and think Suggestion:20080414 Personal Lockboxes is better.

Isn't this in freq-sugg? If not it should be. Survivors already get huge advantages from stored AP... they don't need this. --WanYao 17:21, 23 August 2009 (BST)


Augmented Fear

Timestamp: GANG Giles Sednik CAPD 00:35, 22 August 2009 (BST)
Type: game change, new skill, skill change
Scope: zombie vs survivor confrontations
Description: Okay this suggestion is big and crazy but as a community we can work out the details.

I propose that the element of fear in the game be expanded upon in the following ways:

  • Game change:When a survivor is at 13HP or less, they experience mortal fear. Wild with terror, their fine motor skills diminish and their chance-to-hit for all attacks drops by 10% (or whatever % the community decides is best).
  • Skill change:Zombies who have scent fear and scent death will now have an enhanced ability to smell the mortal fear of their prey. When they use scent death, the positions of survivors with 13HP or less will show up on the scent death map as red asterisks. Only one red asterisk will display per block, regardless of how many dying survivors are at that location. There would be no difference between survivors outside or behind barricades (negotiable).
  • New skill:Survivors can purchase a new skill called "Focused Fear" (or whatever sounds best). It would be a civilian skill under body-building (or a military skill under hand-to-hand combat). It would cost the same as other survivor skills relative to its branch, ie civilian, military, scientific. Focused Fear can only be used when a survivor is at 13HP or less.
  • Focused Fear is a survivor's ability to channel their near-death adrenaline rush to deal more damage with heavy melee weapons. They would deal an extra 2HP of damage (or whatever amount works best - the end result should better than a fire axe but not as good as a pistol) with heavy melee weapons like fire axes, toolboxes, lengths of pipe and baseball bats. Knives and fencing swords would be unnafected. Other weapons are up for debate. They would still have the 10% hit penalty with these weapons, because they are using crazy rage to attack, rather than precision and technique.--GANG Giles Sednik CAPD 00:35, 22 August 2009 (BST)

Discussion (Augmented Fear)

Okay I realize this suggestion is hardcore and it involves a number of changes, but I think it would add greatly to the gameplay and to the fun of pitting survivors vs. zombies. My general idea is that greatly wounded survivors should feel an additional sense of impending peril. They should feel hunted.

Also, I like the risk/reward of being a constant target with low HP and dealing more damage. Finally, the zombie scent skills are extremely disappointing. Zombies should be granted a better hunting tool for maxing out the scent tree.--GANG Giles Sednik CAPD 00:46, 22 August 2009 (BST)

The skill should probably be a zombie hunter skill because a)Science doesn't make sense and we have too many military skills and b)It makes sense that this would be gained over time. Also, when you say "better" do you mean in AP spent per damage or flat out damage?--Uberursa 02:05, 22 August 2009 (BST)

That's a good question and I hadn't considered if it should be damage or AP efficiency. I want this to be a community developed suggestion so I'll leave it to you and the community to decide what would be the most balanced option. Also, you're right that it should be a zombie hunter skill, that makes more sense. Maybe it could be called Death Blow--GANG Giles Sednik CAPD 02:30, 22 August 2009 (BST)

The effect of this is so vast that it really should probably be tried in a new city first, not in Malton, but I like the idea. It just needs a test drive somewhere before we could really know what effect it would have. Monroeville would be good for that if Kevan were to decide to reopen it.--Necrofeelinya 04:45, 22 August 2009 (BST)

As far as the weapons go, I'd imagine any of the "clubbing" weapons would apply. It doesn't take a lot of percision to swing a tennis racket or bat when your trying to crush something.--Pesatyel 06:38, 22 August 2009 (BST)

No. No. No. No. No. No. Just No. The Skill change is an acceptable alteration, it would even be good, but the rest is just horrible. Too much of a zombie buff.--Yonnua Koponen Talk ! Contribs 11:32, 22 August 2009 (BST)

I tried something like this once before. It didn't work. --Blake Firedancer T E RNL? P.I.S.I.T. 11:49, 22 August 2009 (BST)

As blake, there are several elements in this suggestion that have been tried before. User's don't like their accuracy etc being messed with beyond their control. --DANCEDANCEREVOLUTION-- 15:31, 22 August 2009 (BST)
Fair enough, Yonnua. I like that you see some promise in the skill change and I respect your criticism. Let's try this: what specifically is wrong with the rest of the suggestion and what would you do to fix it?--GANG Giles Sednik CAPD 19:17, 22 August 2009 (BST)
In real-time battles (although they aren't common, this is probably all they'd effect), survivors are already screwed by infection. We don't need to make the situation worse by lowering their accuracy. At the same time, we don't need survivors to be able to lower each other to 13hp, and run around dealing 12 damage a shell. --Yonnua Koponen Talk ! Contribs 19:47, 22 August 2009 (BST)
I'm not sure you read the suggestion. YOu said above that "the skill change is an acceptable alteration". As I read the suggestion, the "skill change" is changing Scent Death to allow zombies to see those that are "dying". That is already waht Scent Fear does so that entire part is a little bit of a nerf. That is the only acceptable part? And "12 damage per shell"? The suggestion ONLY applies to melee weapons (most specifically axe, toolbox, pipe and bat unless he decided to include the others).--Pesatyel 20:39, 22 August 2009 (BST)
I missed the part about it only being melee. Still, a 5 damage axe? That would completely nerf the pistol.--Yonnua Koponen Talk ! Contribs 20:48, 22 August 2009 (BST)
Well he did say the damage was negotiable. Also, the 5 damage axe has lots of penalties to its use and I'd imagine that would offset the extra damage. A pistol does 5 damage, sure, but at 65% to hit (this would be, currently 30% to hit) and you can use a gun whenever as opposed to this where you have to be near death.--Pesatyel 21:09, 22 August 2009 (BST)
It actually only affects guns. A flak jacket wouldn't affect an axe, that would be stupid. No weapon should be able to deal 5 damage, or even 4 damage, without having to reload. It would be far over the top.--Yonnua Koponen Talk ! Contribs 23:08, 22 August 2009 (BST)
Not according to the game mechanics. The fact there are no melee weapons that, currently, do 5 or more damage does NOT change the game's mechanics. Hence why it becomes an issue in this suggestion. You DID read the suggestion right? Or are you saying all the negative associated with gaining the ability to do 5 damage with an axe are not enough? I'm not clear on why your displeased. Also, why would it 'be stupid" for a flak jacket to affect an axe?--Pesatyel 20:32, 23 August 2009 (BST)
Come back to me when you know what a flak jacket is.--Yonnua Koponen Talk ! Contribs 20:50, 23 August 2009 (BST)
Nice catc all answer and avoidance of actually answering. ;) That's fine.--Pesatyel 21:48, 23 August 2009 (BST)
Fine, I'll say it then. An axe would cut through a flak jacket easily. Flak jackets are built to resist gun and shrapnel attacks. Therefore, it would be stupid for an axe to be weakened by one. Therefore flak jackets only effect guns, not all weapons greater than 5.--Yonnua Koponen Talk ! Contribs 22:02, 23 August 2009 (BST)
My point was it is a GAME MECHANIC consideration, not a reality one. IF there is ever a melee weapon that does 5 or more, it will be effected by flak unless Kevan changes the mechanic and, given the circumstances, it is a relavant point in this discussion.--Pesatyel 22:22, 23 August 2009 (BST)
Well, no. Where did you get this nonsense about it effecting weapons of 5 or more from? It effects GUNS. if the fire axe did 5 or more, Kevan would make it so that it did not effect it. Plain and simple. Because a fire axe isn't a gun.--Yonnua Koponen Talk ! Contribs 22:35, 23 August 2009 (BST)
I got this "nonsense" from here. It only affects guns on technicality because there are no other weapons that do the same. Unless you count fire. We are talking a "gun" yes, but if you look down farther about the "fuel soaked clothes", fire ISN'T a gun, but still affected by flak. And, so you know, I'm NOT disagreeing with you. I'm only going by the mechanics AS WE KNOW THEM. If Kevan were to include a non-gun weapon that did 5+, he MAY make it so that flak isn't going to affect it. Or he may change the name to "body armor" or something, but regardless its what we know not what you think it should be until it is.--Pesatyel 01:24, 24 August 2009 (BST)

1) Game Change: 10% is definately too much. I'd say 5% at best. But the point is to "simulate fear" in someone who is significantly injured, tired and afraid, right? What about having a % chance of an action costing +1 AP (it is taking more energy to do it because of the way you feel).

2) Skill Change: This part doesn't really make sense. Scent Fear already does this. It allows you see those that are "wounded" (25 HP) or "dying" (13 HP). And Scent Death doesn't apply at all (with regards to this situation) but Scent Bloood might by comparison. Either way this part is more of a nerf then a bonus.

3) New skill: Gotta agree, making it a Zombie Hunter skill sounds better.

4) Focused Fear: I'd think it would apply to any of the "clubbing" weapons. and +2 damage is fine, especially if you consider that those wearing flak (or with Flesh Rot) would get the reduction. What about having such attacks cost 2 AP (or, of course, as above a chance of costing that much).--Pesatyel 20:39, 22 August 2009 (BST)

Flaks only affect guns. The +2 damage would stand. Also, YOU are the one who's misread the suggestion. He says that on the Scent Death scan image that you get, it would show squares with injured survivors. Scent fear does not do this.--Yonnua Koponen Talk ! Contribs 20:48, 22 August 2009 (BST)
Flak affects only guns by technicallity. It affects ALL DAMAGE of 5 or more. And, again, this suggestion does not apply to guns anyway. And, yes I didn't consider that Scent Death would get a buff (mostly becuase that part is dumb and makes no sense since Scent Death applies to dead bodies and would thus not really apply to people that are still ambulatory). And Scent Fear, the point of Scent Fear, is to tell a zombie which players have 25 or 13 HP which is BETTER than what this suggestion is doing.--Pesatyel 21:06, 22 August 2009 (BST)
Beer and wine should (temporarily) stop fear, and the Focused Fear skill should be under Zombie Hunter. --Brainguard 20:51, 22 August 2009 (BST)
What is it with you and beer suggestions? Do you own a pub or something?--Yonnua Koponen Talk ! Contribs 20:55, 22 August 2009 (BST)
Does it matter? It isn't a bad idea to consider.--Pesatyel 21:07, 22 August 2009 (BST)
Actually, yes, it is. Alcohol has been added to the game as a 1hp heal item. It wasn't added to make being drunk look funny or cool, and definitely shouldn't make people think that being drunk makes you stronger. Alcohol has a purpose, this is not it's purpose.--Yonnua Koponen Talk ! Contribs 21:10, 22 August 2009 (BST)
Who said anything about making them look funny or be stronger (in this context)? His idea was that it negated fear temporarily. Nothing more. It's current purpose is as a 1 HP heal, true, but that was before this idea. Alcohol is commonly called "courage in a bottle" for a reason.--Pesatyel 21:26, 22 August 2009 (BST)
Because it makes people drunk? It doesn't actually make people mroe courageous. Hell, it makes people less courageous. And I was quite purposefully referrign to hsi suggestion, as you would have noticed if you'd paid attention to the scope of my comment.--Yonnua Koponen Talk ! Contribs 23:08, 22 August 2009 (BST)
I'm not advocating drinking. I'm not old enough to drink. But alchohol should have more effects and more of a purpose than a 1HP heal. --Brainguard 23:14, 22 August 2009 (BST)
And I suppose FAKs should have more use than they currently do too? And Newspapers? And books? Ooh, let's not forget poetry, that needs to cure infections. And let's not forget crucifixes, they need their almighty lasers of death. No. it has a use, and that's healing 1hp.--Yonnua Koponen Talk ! Contribs 23:45, 22 August 2009 (BST)
Actually the reason its called "courage in a bottle" is because alcohol lowers inhibitions (not always a good idea), it also tends to lead to increased aggression and "fearless" behaviour when taken to excess.. it was this reason that led to the insanely large rum rations given to british troops before battle in the 18th & 19th centuries. --Honestmistake 02:24, 23 August 2009 (BST)
Excessive amoutns of alcohol are also why Harold Godwinson lost at the battle of Hastings.--Yonnua Koponen Talk ! Contribs 12:25, 23 August 2009 (BST)
I suppose getting shot through the eye by an arrow didn't help things either. That william was such a bastard. --RosslessnessWant a Location Image? 13:16, 23 August 2009 (BST)
Actually, Harold, who had just finished battling Harald Hadrada in the North, had a diminished force, and so reruited an army of mainly peasants, all of whom got drunk the night before the battle. By the time they got to Hastings, it didn't matter that Harold and his brother were ploughed down by archers.--Yonnua Koponen Talk ! Contribs 13:39, 23 August 2009 (BST)
Where exactly did you get that from? Its true that Harald had just annihilated a viking army in the north but your drunken peasants story is new to me? --Honestmistake 23:26, 23 August 2009 (BST)
So you were referring to brainguard's suggestion or gile's? Honestmistake actually summed up my point. I'm NOT saying drinking is a good idea. I'm saying that brainguard suggested it temporarily counter the effects of fear. How temporarily? No idea. Ask him. I just don't get all the piss and moan about it. In fact for all the negativity people have been spewing about it, how does alcohol even heal?--Pesatyel 20:41, 23 August 2009 (BST)
The flavour for alcohol healing should be that you pour it on wounds, but I'm sure people would complain about that. And I was referring to Brainguard's suggestion. And if you were drunk, and saw a zombie, you would suddenly stop being scared. Logic doesn't work that way.--Yonnua Koponen Talk ! Contribs 20:50, 23 August 2009 (BST)
Fine.--Pesatyel 21:55, 23 August 2009 (BST)

eh... I'm gonna stay neutral on this... --Gat 01:37, 23 August 2009 (BST)

Alright, I did the math and as is, the suggestion would raise the damage per AP of an Axe from 1.4 to 1.6 (damage per single AP) whereas the damage per AP for a pistol, (reload and fire) is 2.23 AP. --Uberursa 02:13, 23 August 2009 (BST)

I assume you counted searching for ammo?--Yonnua Koponen Talk ! Contribs 12:25, 23 August 2009 (BST)
No, but it would be somewhere around 1.15 damage per AP. I didn't want to anger the RNG--Uberursa 18:45, 23 August 2009 (BST)
Read Giles' comment below.--Yonnua Koponen Talk ! Contribs 21:40, 23 August 2009 (BST)
And your point is what?--Pesatyel 20:34, 23 August 2009 (BST)
There's a nice article on Median_Battle_Rating which lists the axe at an MBR of 1.2. With this suggestion, a survivor who was using the new skill would weild the fire axe for an MBR of 1.5, which would make it more powerful than a pistol or shotgun against a flak jacket, but less powerful than zombie claws and bites. SO, now that everyone has actually read the suggestion and sorted out what it means, what's wrong with it and how can I make it better?--GANG Giles Sednik CAPD 21:11, 23 August 2009 (BST)
For starters, the axe shouldn't be better than the guns.--Yonnua Koponen Talk ! Contribs 21:40, 23 August 2009 (BST)
We just got into a stupid side argument about alcohol. So people aren't actually commenting on whether or not the fear penalties are enough to compensate for the bonuses granted. Or maybe they just don't think they do? Hard to say. That was the point I was trying to make with my "and your point is?" post. The suggestion ISN'T just allowing a player to do 5 with an axe. so maybe you need tougher penalties?--Pesatyel 21:53, 23 August 2009 (BST)
Or maybe, he needs to make it weaker. You shouldn't give someone something overpowered, and balance it by screwing them in another area. Just make it weaker.--Yonnua Koponen Talk ! Contribs 22:02, 23 August 2009 (BST)
Perhaps. But then all he could do would be +1 instead of +2. Is that significant enough? This whole idea is more of a "realism" suggestion then anything else and players should probably feel they are getting some "good enough" benefit to warrant including this in the game. If all it is penalties, only the handful of players that want more realism would like it. Nobody else would.--Pesatyel 22:22, 23 August 2009 (BST)
Exactly. I don't think that this suggestion is good. (Other than the scent death part).--Yonnua Koponen Talk ! Contribs 22:35, 23 August 2009 (BST)
How is the Scent Death part good? Scent Death allows you to detect which corpses are reviving so, techmically, it is "Scent Revive Serum in Corpse". Not to mention you need Scent Fear (which already tells you which players are at or below 13 HP) so giving, basically, the same ablity to Scent Death would be both moot and meaningless.--Pesatyel 01:29, 24 August 2009 (BST)

XP Hoarding

Timestamp: Uberursa 15:17, 21 August 2009 (BST)EDIT: --Uberursa 00:47, 23 August 2009 (BST)
Type: Mechanincs
Scope: anyone who gains XP
Description: Players will only be able to accumulate as much XP as is useful. A second TXP amount will keep track of the XP that a character has gained since the beginning of their time in Malton. The TXP amount will take the place of the current XP amount on the profile page.

When a new skill comes out, XP for the skill will become available for those who have excess XP. While this amount is derived from the TXP amount, it does not effect the TXP amount and only effects the useful XP amount.

Discussion (XP Hoarding)

While this would not fix any current in-game problems, it would make suggesting some changes easier. Case and point being the Rot cure suggestions that pop up, as this would help prevent abuse of such a system if it were implemented. In addition, it would make it a bit more interesting for level 43 players when a new skill came out as they would have to gain the XP needed to buy it. It would also stop people from making suggestions that drain your XP (or at least give an excuse for every voter to spice the mechanically separated ham). People with big egos get the TXP amount. Everyone wins!--Uberursa 15:18, 21 August 2009 (BST)

But this already exists. --DANCEDANCEREVOLUTION-- 15:37, 21 August 2009 (BST)
I think he is suggesting that any XP over what is needed for the current skills is stored only as a statistic and cannot be spent. If a new skill comes along you would not be able to buy it from these existing xp but would instead need to earn more. --Honestmistake 15:44, 21 August 2009 (BST)
Exactly. --Uberursa 16:40, 21 August 2009 (BST)
No. We like to collect XP.--Yonnua Koponen Talk ! Contribs 17:24, 21 August 2009 (BST)
But that's essentially what a player has right now? So what if they are level 32 and have 3000xp, just add 3200 XP onto the total and you've accumulated the approximate amount of XP they've gotten- this feature is practically already in the game, in a better form than I see this is. --DANCEDANCEREVOLUTION-- 17:29, 21 August 2009 (BST)
Sort of but as I say the main (indeed only) point of this seems to be to make all that excess XP unusable once you are maxed out meaning you will always have to do some work to obtain a new skill rather than just buying it with some of that unused XP mountain so many of us have... I almost approve tbh, only problem is that its pretty much only going to have any effect on zombies who buy rot. --Honestmistake 19:01, 21 August 2009 (BST)

It's not really useful as a change to the game, but may be useful or even vital to the implementation of other suggestions. I don't know whether I'd vote for it, but I think it should at least be sent through the system. Even if it winds up in peer-rejected, it will still be on record. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:08, 21 August 2009 (BST)

This would put those players who never gain the whole skill set (survivors without brain rot, or zombies without survivor skills) at an advantage. Because they always have skills available to buy, even though they never will, they will have the XP available to buy any new skills immediately, while brain rotted zombies with all the human skills will have to earn new points each time. The same applies to zombies with no intention of buying any of the human skills, they will have hundreds of XP immediately available, because the system doesn't realise that they have no intention of buying basic firearms training, etc. -- boxy talkteh rulz 22:21 21 August 2009 (BST)

True, but the current system has that anyway.--Uberursa 22:37, 21 August 2009 (BST)
No it doesn't. Currently, level 43's can save XP for immediate use, under your system they would be the only ones not to have XP available for new skills until the new skill was implemented -- boxy talkteh rulz 22:52 21 August 2009 (BST)
Oh so that's what you wanted to get across. Sorry, I didn't pick that up. In any case, it could be changed so that when a new skill came out, it would automatically transfer the correct amount of XP back into usable form. --Uberursa 02:00, 22 August 2009 (BST)
So what's the point? It then becomes so similar to what we have now that there's no point. --DANCEDANCEREVOLUTION-- 06:19, 22 August 2009 (BST)

I don't like this as it diminishes my Ascension idea under Gat's crap which basically lets you spend 1k EXP to start over when you reach max level... look under gats crap sometime for it as I wish to expand on it. --Crazy Hobo Man 02:20, 22 August 2009 (BST)

In what way? I looked at the idea, and it could simply be available as an option when someone get 1000 above the useful XP amount.--Uberursa 05:18, 22 August 2009 (BST)
- Damn it crackhead, stop hyping your stupid list of dumb ideas you didn't even bother to post on DS, and stop trying to act like any of it matters. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:03, 22 August 2009 (BST)

I believe you guys are misreading the suggestion. As I read it, the suggestion says NOTHING about doing anything to your XP. It is suggesting that, somewhere on your profile, it shows how much XP your character has earned. Simple as that. The way the game currently works, I can look at your character's profile and infer how much you have earned based on your class and skills, but beyond that I don't know for certain. This suggestion would let me know for certain.--Pesatyel 04:13, 22 August 2009 (BST)

You're half right. Everything you said it true, but (as I said above) it would also prevent a level 43 character from gaining any more useful XP. The XP they gained while level 43 would show up in their profile, but could not be used to buy skills. Also, a level 41 character would have 200 useful XP, in case they ever wanted to buy brain and flesh rot. By the time this goes up, it will probably have been changed so that a level 43 character would get XP available when a new skill is implemented.--Uberursa 05:18, 22 August 2009 (BST)
Ah, ok, guess I was wrong too. But now that makes me ask....what's the point?--Pesatyel 06:29, 22 August 2009 (BST)
Yeah. Now it's actually been explained properly, it's just absolutely useless. --DANCEDANCEREVOLUTION-- 08:30, 22 August 2009 (BST)
Currently, it is useless. However, it would be useful to future suggestions, case and point being the Rot cure suggestions, because one of the argument that can be gotten rid of is the fact that it can be abused by those who have mountains of XP. Other than that, it takes the guesswork out of determining the total amount of XP a person has ever gained. --Uberursa 14:04, 22 August 2009 (BST)
Basically you are arguing for something that will appeal to a very small target audience; that being those that want to see who has the most XP. For those 0.5% of UD players that want as such can take the time to find the total amount of XP the hard way, for all I care, for the current system is fine. --DANCEDANCEREVOLUTION-- 15:33, 22 August 2009 (BST)

So this suggestion actually has NOTHING to do with XP totals (to which I can just put in my description if I wanted people to know), but is all about forcing maxed out players to go out and earn XP in order to buy any new skills that may be added to the game. The "XP total appearing on your page" thing is just a side effect so people don't feel like they are getting screwed since they are, technically, losing the thousands of XP they've accrued since the last couple of skills were added.--Pesatyel 20:46, 22 August 2009 (BST)

While this would not fix any current in-game problems, it would make suggesting some changes easier(See Leluoch's post). Case and point being the rot cure suggestions. You're right about taking away useless XP from characters. What I'll just do now is attempt to re-word it so that it is more clear and allow characters with excess XP to retrieve XP when new skills come out. --Uberursa 00:39, 23 August 2009 (BST)
In that case, this is a dupe of an ingame function. Since XP can only be spent on skills and there are no no skills currently to be bought, then the XP is, effectively "unavailable" until a new skill is introduced. And, if I wanted people to see my XP total, I can put it in the character's description.--Pesatyel 20:26, 23 August 2009 (BST)
I will say this again THIS WILL NOT FIX ANY IN GAME PROBLEMS. IT WILL SIMPLY MAKE IMPLEMENTING CERTAIN SUGGESTIONS EASIER, INDEED POSSIBLE, WHILE DISCOURAGING THE USE OF XP AS A BALANCING FACTOR. That is all I'm trying to do. That is the point. I have said it four times now, once in bold. I'm sorry if I am being offensive, but it is not a dupe. It changes a technicality into a hard-and-fast rule, similar to making a flack jacket work only on guns as opposed to weapons that do 5+ damage.-- Uberursathis bear wants honey 02:54, 24 August 2009 (BST)

Gat's crap

just go here Gat's Crap for it as it is very long... if that ain't working heres a link... --Crazy Hobo Man 06:58, 21 August 2009 (BST)


Storage Closet

Timestamp: Brainguard 03:53, 21 August 2009 (BST)
Type: Building Addition
Scope: Buildings
Description: All buildings would have a storage closet. When in the building, humans would have two options, "Take [item] from closet.", and "Put [item] in closet." Any items in the closet could be used by anyone, but there is a 20 item limit to closet items. Flavor text:
  • Putting in: "You open the closet and place your [item] in."
  • Taking out: "You open the closet and take out a(n) [item]."
  • Too many items to put more in: "Despite your attempts, you cannot stuff anything else into the closet."

Zombies and humans can also attack the closet, which destroys one random item in the closet (if it hits). Flavor text:

  • Hitting the closet: "You [swing/shoot/claw/bite] at the closet and destroy a(n) [item]."
  • Missing the closet: "You [swing/shoot/claw/bite] at the closet to no avail."

Discussion (Storage Closet)

NTY, I'm in a good mood so I'll just say this is in dupes, I'm sure a better wiki editor will post it :P --Crazy Hobo Man 04:14, 21 August 2009 (BST)

No. Did you even read the Suggestions Dos and Do Nots? I'm going to say this in large bold letters, not to show anger, but to ensure that everyone sees this. NO ITEM TRADING, AND DON'T MESS WITH OTHER PEOPLE'S INVENTORIES! IT ZERGS, IT SUCKS, IT FAILS; DON'T DO IT. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:25, 21 August 2009 (BST)

tbh messing with other people's inventories isn't strictly relevant here. It means messing with someone's inventory without their consent. This suggestion is still dupetastic though. --Anotherpongo 08:50, 21 August 2009 (BST)
It lets you destroy someone else's items, how is that not screwing with their inventory? It doesn't matter; this suggestion is irredeemably mired in failure. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 14:07, 21 August 2009 (BST)
Its not in their inventory anymore though is it. Its in the storage closet of zerginess. --Honestmistake 15:21, 21 August 2009 (BST)

If you suggest it, it WILL be spammed, and it WILL be duped, and it WILL be cycled within a week. Rule #7 of suggestions: If it is even remotely possible to zerg with it, people will vote it down. If it is very clearly zerging, then it will die in a ball of flames and hatred. Do not take it personally. --Blake Firedancer T E RNL? P.I.S.I.T. 05:34, 21 August 2009 (BST)

As blake. this is zerg-abusable and shouldn't be put any further than the depths of DS. --DANCEDANCEREVOLUTION-- 14:09, 21 August 2009 (BST)

What if you made it so that you could only take an item out if you were not of the same IP as the guy who put it in. No zergs! --Brainguard 14:23, 21 August 2009 (BST)

No decent-minded zerg uses the same IP anyway. It's all done through proxy's, so that clause wouldn't help this suggestion a single bit. --DANCEDANCEREVOLUTION-- 15:13, 21 August 2009 (BST)
I never realized this had zerg potential, so I'm actually gonna thank you for shooting this down before it did any damage.--Brainguard 21:49, 21 August 2009 (BST)
Holy $#%&: An author who actually listened to information which proved his idea to be fundamentally flawed, understood it, took the advice, avoided screaming or cursing, and actually used Developing Suggestions in the manner that it was intended for! I guess you really do see everything if you hang around long enough... You, good sir, will be getting a congratulatory template from me right after I regain feeling in my arms... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:33, 21 August 2009 (BST)
Similarly, thank you for responding in such a selfless manor about what we said. Best of luck to you in the future. --DANCEDANCEREVOLUTION-- 06:21, 22 August 2009 (BST)

Fuel Tank

Timestamp: Degree7 04:57, 18 August 2009 (BST)
Type: Item
Scope: Hideouts
Description: Right so basically, this is similar to some of the gas tank suggestions of the past. But instead of a gas tank, it contains fuel, or petrol. They're installed in the following buildings Hardware Stores, Auto Repairs, Mansion, Power Stations, Factories, Schools and Warehouses. Zombies have a certain percentage to destroy these fuel tanks, which generates an explosion. The explosion kills the zombie and at least one other person, be it a survivor or another zombie. The rest of the players in the building lose 2/3 of their HP. The explosion also turns the building into a ruin. Maybe fior flavour, a player on the street would read, "You heard a loud and distant explosion at [] blocks [] by [] blocks []."

Once the building is repaired you also have the option to repair the fuel tank.

But why would anyone want to repair such a useless, deadly weapon? you ask. Why, it's called a fuel tank for a reason. Rather than having to search for fuel cans, your fuel tank is able to power a generator and the building forever, until the generator or fuel tank is destroyed. But only certain buildings have fuel tanks, so players must decide if it's worth the risk of staying in a safehouse with a generator that never needs refilling, or end up a charred, smoking corpse.

Discussion (Fuel Tank)

I don't get the deal with these sudden suggestions. 2 survivors in the room, I've just earned a new skill. 50 and I've earned ALL the zombie skills. 105 and I've earned EVERY skill. And then "unlimited fuel" for the generators? You DO realize you included malls in there right? Hardware stores are IN them. Auto Repairs, Factories and Warehouses are also primary locations for finding both fuel and generators.--Pesatyel 06:33, 18 August 2009 (BST)

Maybe it would be worth noting that no where in the suggestion does it say that a zombie gains XP for who he kills. He only gains XP for destroying the fuel tank.--Degree7 02:26, 19 August 2009 (BST)
No, not really. Urban Dead is a simplistic game. You kill someone, you get XP for killing them. I'm not a mind reader. I can only go by what you put into the suggestion as well as how the game normally works. As I said, in the game, you kill someone, you get the XP. Why would I assume differently? How do I know whether or not your saying that when you made the suggestion or now in hindsight when you learned it was really stupid? Oh, and it might be worth noting that no where in the suggestion does it say a zombie gets XP for destroying the tank either.--Pesatyel 08:02, 20 August 2009 (BST)

I think I'd still prefer to use fuel and NOT guarentee my entire side's flaming death.--Yonnua Koponen Talk ! Contribs 11:32, 18 August 2009 (BST)

God damn, these suggestions are broken pieces of crap. Do we need to stick "No Insta-kills" in the Suggestions Dos and Do Nots or something? That seems like something that should already be in there. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:23, 18 August 2009 (BST)

I like the idea because this gives the game to the Zombies in such an epic manor, but it needs to be more workable than just insta kill AOE attack. --DANCEDANCEREVOLUTION-- 02:44, 19 August 2009 (BST)

How about a tactical nuke? When a zombie ruins a building, it uncovers a hidden nuke. Then, by gesturing at it, it causes it to detonate which "ruins" every building on the minimaps (and, of course, kills every character in said squares). Ruining the surrounding buildings has a 75% chance of setting off the uncovered nukes in THOSE buildings....--Pesatyel 05:45, 19 August 2009 (BST)
Fuck off, a zombie shouldn't need to gesture at it. That wastes 1AP, the zombie should only have to see it for it to detonate. --DANCEDANCEREVOLUTION-- 14:14, 19 August 2009 (BST)
I was trying to be fair. That's why I said 75% chance to detonate all the others instead of just making it automatic.--Pesatyel 02:40, 20 August 2009 (BST)

multiple it by a billion, thats all I'm gonna say... ohh and this {| align="center" |

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.

|}

1243599986875.jpg HyperAnnoying
Kakashi on crack is a jerkoff, a psycho, a teenager on too many stimulants, and a hyperactive delinquent. He also has the most annoying templates on a single page.

If reading the intellectual filth on his userpage isn't annoying enough, then reading his drug-induced suggestions is enough to send anybody over the line.

You've been warned.

{{User:--Crazy Hobo Man 04:43, 19 August 2009 (BST)}} 06:47, 9 August 2009 (BST)
I was going to say "epic fail" for you because you can't seem to figure that template thing out. --Bob Boberton TF / DW Littlemudkipsig.gif 04:47, 19 August 2009 (BST)
File:Worf.jpg
Lt. Worf is unamused by these templates.

--Degree7 19:26, 19 August 2009 (BST)

Epic Fail on the template there; However, this suggestion does deserve a catchy visual aid that can accurately convey its flaws and strong points...
AwesomeFace.png EPIC WIN
Wait, what? The title's wrong... Come to think of it, what the hell is up with the picture? Uhuh. No way. No fucking way. You're telling me that someone actually made a good suggestion on DS? Get your lying ass out of here before I start putting bullets into it.
Lelouch vi Britannia
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 05:23, 19 August 2009 (BST)


I'm stealing that and putting it into my userpage now Lelouch :P (by the way that series is awsomesauce) so now you have to create a template theif for theiving the template theif template XD --Crazy Hobo Man 04:10, 20 August 2009 (BST)


Last Reviver Revivers Note!!!

Timestamp: Yonnua Koponen Talk ! Contribs 11:55, 17 August 2009 (BST)
Type: Pow, pow, pow!
Scope: Revivers/ DNA extractors
Description: Pow, pow, pow! This suggestion suggests that you, when DNA extracting a zombie, get a small message saying who the last reviver (within a small time scale) was. If there wasn't, it says "Data unavailable". Pow, pow, pow!

Discussion (Last Reviver Revivers Note!!!)

First, why? Second, how long is the time period? --Uberursa 14:48, 17 August 2009 (BST)

To find out who's been reviving people. Say someone's repeatedly reviving death cultists at a revive point, you can find out about it. Say you're a death Cultist, you can find out who the main revivers are, and kill them. Also, just a bit of fun. And the time period would be about a week. Because then it wouldn't be referencing things years old.--Yonnua Koponen Talk ! Contribs 19:36, 17 August 2009 (BST)
There's a problem with this, though; the UD server would have to store every revive from every person at every suburb in Malton for one week, which could be catastrophic. I mean, who knows how many revives are given out every day? How would that be handled? Note that I don't hate your idea; I think it's pretty nice. I'm just asking for my own sake and for anyone else who might be wondering. --Chekken 01:27, 18 August 2009 (BST)
I don't know that the UD server will mind. Really, all it would store is an ID number, and then use that to look up a name when retrieved. It'd be more strain, but not too much. --Bob Boberton TF / DW Littlemudkipsig.gif 04:11, 18 August 2009 (BST)
It would require adding an extra table to the character database which would store the ID number of the last person who revived that character. It's only a few extra digits per a character, which is hardly catastrophic.--The General T Sys U! P! F! 09:09, 18 August 2009 (BST)
Well, that's good then. So, what do you guys think? Is this worthy of going to the actual suggestions page at any point, or not?--Yonnua Koponen Talk ! Contribs 11:30, 18 August 2009 (BST)
My personal opinion is, no. Aside from finding group affiliates from more anonymous groups or trying to possibly prove zerging, this will have little to no use. It's not a bad idea, but it just has no immediate advantage on any sort of gameplay. --DANCEDANCEREVOLUTION-- 12:44, 18 August 2009 (BST)

Technical considerations aren't important in suggestions. However, I'd like to know how on earth I'd be able to know this information.... it seems totally unrealistic... unless needles are implanting microchips or something... Also, it'll just people more excuses to PK people over ZOMG DETH KLUT1NG PeePeeKKKayerzzzzz DYE DYE!!!!? --WanYao 02:58, 19 August 2009 (BST)

Actually... Sticky notes... We could have sticky notes... but I am pretty sure that's a dupe. ;P --WanYao 03:00, 19 August 2009 (BST)
Personally, I was thinking something along the lines of Necrotech having a private database of all of their employees, and using the syringe triggers a note against the database, accessed by the next user. I dunno. Chips or something sounds better.--Yonnua Koponen Talk ! Contribs 11:28, 19 August 2009 (BST)
Lol. It's dupish of sir Ron Burgundy's humourous suggestion that he got VB'd for. --DANCEDANCEREVOLUTION-- 06:52, 20 August 2009 (BST)

A valid way to do it would be to record the last person who clicked "revive this specimen" after a DNA scan as it can realistically be assumed that the system stores the info. Why people would care is a completely different issue though. --Honestmistake 14:10, 19 August 2009 (BST)

In all seriousness, why not make it the last person the DNA scan the zombie? Or the Co-ordinates of the last scanning location? Or all of the above? It could have the last person to scan it, scan then revive it, and a sort of "last seen" function that allows you to see the co-ordinates that the zombie was last scanned from. You could make a "more information" button that would take an AP to use, but would provide a little more info on the zombie.--Uberursa 20:00, 20 August 2009 (BST)

One, not all. We don't need five lines of text when we DNA scan. Last seen could be good, but I don't know about how useful it'd be. the scan thenr evive one would probably be impossible with game coding, I'm afraid, as the two events are probably seperate. Scan would work better than revive in a flavour manner, but would be utterly useless, as it would probably display some random n00b. Few extractors revive, whereas most revivers extract.--Yonnua Koponen Talk ! Contribs 21:46, 20 August 2009 (BST)

Burning Building v2

Timestamp: Cookies and Cream 05:15, 17 August 2009 (BST)
Type: ???
Scope: Zombies
Description: Gas tanks are installed in certain buildings. These buildings: Hardware Stores, Auto Repairs, Necrotechs, Mansion, Power Stations, Factories, Schools, Arms and Warehouses . Zombies can attack these Gas Tanks, at a rate of about 1-5%. It will take 10 attacks to explode the Gas Tank. This will automatically kill the Zombie, and do 50HP damage to humans. Anyone who died in the explosion, when they get up, will be on fire, causing 1HP damage for 5 Actions. The Gas Tank can be repaired, just like a building. It will be seen in the building description as 'The Gas Tank is unscratched/scratched/dented/crushed.'

Discussion (Burning Building v2)

Absolutely horrible zombie weapon. "Kills the zombie who attacks and does 50 HP damage to all survivors." Other zombies need to be affected, too. Not to mention this one-hit kill (almost, save bodybuilding) is ludicrously overpowered to begin with. --Bob Boberton TF / DW Littlemudkipsig.gif 05:34, 17 August 2009 (BST)

Yeh, if an exploding gas tank can do 50 points of damage to survivors it should realistically do the same to zombies. Also, it would be a real bugger to log in and find out that your whole team was wiped out by a single zombie. And what happens after the gas tank explodes? Does it respawn?--GANG Giles Sednik CAPD 05:46, 17 August 2009 (BST)
Survivors repair it, as it says in the suggestion. :) Case of tl;dr? :P --RahrahCome join the #party!09:39, 17 August 2009 (BST)
Who the hell would want to repair it? This encourages repair Pkers. DON'T ENCOURAGE REPAIR PKERS!!!--Yonnua Koponen Talk ! Contribs 11:39, 17 August 2009 (BST)

A zerg/troll abuse, multiply it by a billion and possibly add this to a mall siege, "whoops, a level 1 zombie somehow got in and destroyed our fuel which was somehow able to catch on fire from nothing... there goes 200 survivors down the drain and mweeks of revives... --Crazy Hobo Man 05:49, 17 August 2009 (BST)

Well it doesn't include malls, but beyond that trivial point, your on the right track. If there are just TWO survivors in the building...I've just earned a new skill. If there are at lest 40 survivors? I've just earned EVERY (zombie) skill. And just 86 and I've earned them ALL. This is definately worse than the previous version and I'm not sure the author understand what he even wants. His first version was, basically, "survivors ruin buildings". This way "zombies kill EVERYONE".--Pesatyel 08:05, 17 August 2009 (BST)

Funny and gamebreakingly overpowered.--Maps 13:33, 17 August 2009 (BST)

If this were real, it would be a gamebreaking survivor nerf/griefing tool and it sounds eerily like exploding zombies. But it's funny. --Uberursa 14:51, 17 August 2009 (BST)

Take it to Humorous Suggestions. They will love it--Orange Talk 20:21, 17 August 2009 (BST)

Isn't there some kind of rule against one-hit-kill suggestions? Well anyways, I liked the idea of ruining a building in 10 attacks, but killing EVERYTHING in the building? I dunno about that, man. --Chekken 23:10, 17 August 2009 (BST)

But remember, you have to hut it 10 Times, at a rate of 1-5%. And sure, zombies get hurt for 50HP. I thought that would be implied or something...kakashi, how is a level 1 Zombie going to get in, and hit it TEN TIMES??? And this is DevSug. I don't think that they would get EXP for it. that would be stupid.Cookies and Cream 01:08, 18 August 2009 (BST)

Never imply in a suggestion. State specifically. If you don't think people should get XP with this, state it as such IN the suggestion. What IS the point of this suggestion? You don't even have a "type" listed.--Pesatyel 06:12, 19 August 2009 (BST)
I didn't know what type it would be. thats why i didn't have a type. with the XP thing, i didn't think you were that silly. why would i want to UBER-POWER Zombies? Cookies and Cream 03:22, 20 August 2009 (BST)
My only comment about the "type" is that, if your not sure what it would be you should possibly reconsider the idea. As for the XP thing, Urban Dead is a VERY SIMPLISTIC game. I can't read your mind, thus I can only go by the mechanics of the game as a basis for discussing the suggestion. That's why I said you have to be specific. The game mechanics say you kill someone, you get XP for it. So why would I assume otherwise with this when the primary purpose is to kill players? Should I assume when the wiki has seen a LOT of suggestions with that same seriousness?--Pesatyel 06:03, 20 August 2009 (BST)

it's possible, extremely lucky considering the RNG and fact that someone would have to open the door, but possible... anyways I never implied it was the mall itself, the most important building in a mall siege is the NT one so obviously there will be a good few in there... --Crazy Hobo Man 04:23, 18 August 2009 (BST)

If this is humorous, I think it's good to go. Otherwise...

AwesomeFace.png EPIC WIN
Wait, what? The title's wrong... Come to think of it, what the hell is up with the picture? Uhuh. No way. No fucking way. You're telling me that someone actually made a good suggestion on DS? Get your lying ass out of here before I start putting bullets into it.
Lelouch vi Britannia
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:39, 20 August 2009 (BST)

Inventory Management

Timestamp: Jmsturre 18:05, 16 August 2009 (BST)
Type: Interface change
Scope: Survivors
Description: Create a way to organize the layout of a player's inventory. Would cut down on searching through everything when you're looking for that last pistol clip or FAK. Drag and drop individual items to organize - all FAKs together, all ammo together, etc.

Discussion (Inventory Management)

I like this.--Yonnua Koponen Talk ! Contribs 18:26, 16 August 2009 (BST)

UDTool does this. --Bob Boberton TF / DW Littlemudkipsig.gif 18:31, 16 August 2009 (BST)

UDtool also highlighted HP values, and THAT got updated. --Haliman - Talk 19:03, 16 August 2009 (BST)
Also, the UD tool doesn't work with the latest version of firefox (found that out the hard way *sobs*) --Uberursa 00:29, 17 August 2009 (BST)
The latest version of UDTool does work with the latest version of firefox, the website linked at out-of-date. The current version is located here (or, at least, it will be once my host stops messing me around and reactivates my account.--The General T Sys U! P! F! 13:33, 20 August 2009 (BST)

I like it, though bob has a point I guess... I don't use UD tools though as I don't play it enough :P --Crazy Hobo Man 18:33, 16 August 2009 (BST)

I will help by pointing out this section in Peer Review. Also, one should not HAVE to use outside resources to play the game (even metagaming zombies). I don't think the UD interface can support "drag and drop".--Pesatyel 23:11, 16 August 2009 (BST)

That's because drag and drop is utterly pointless if the items are sorted well enough. See User:Midianian/Userscripts#UDICOS. --DANCEDANCEREVOLUTION-- 01:19, 17 August 2009 (BST)

Death to Flares!

Timestamp: GANG Giles Sednik CAPD 22:51, 15 August 2009 (BST)
Type: Flavor Change
Scope: everybody
Description: Pretty simple. Those flare messages that show up every time you log into your character? They're freaking annoying and they're basically text spam because they no longer serve any tactical value. Let's get rid of them.

Discussion (Death to Flares!)

If this is a humorous suggestion, then it's good to go. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:53, 15 August 2009 (BST)

You do realize there is an option to ignore flares, right? --Uberursa 23:31, 15 August 2009 (BST)

Evidently not, haha. --Bob Boberton TF / DW Littlemudkipsig.gif 00:03, 16 August 2009 (BST)
Oops, I almost had forgotten that myself :P--Umbrella-White.pngThadeous OakleyUmbrella-White.png 11:11, 16 August 2009 (BST)
Hahahah! Omg that's awesome. Ooops is right. Let's change this suggestion to "Tell all the noobs about their available in-game options."--GANG Giles Sednik CAPD 20:09, 16 August 2009 (BST)
  • Facepalm* hehe "Tell all the noobs about their available in-game options." is a good suggestion(yeah maybe i am a Noob now hehe) There is a guide or a part where all available in-game options you have? or is Usseless?.--(x)AlvaromesaTalk | Bacardi |MPD | Malton Public Radio 01:09, 21 August 2009 (BST)

Peek

Timestamp: Chekken 21:00, 15 August 2009 (BST)
Type: Interface/skill change
Scope: Everyone
Description: Here's how it would work. Next to "speech" is a button called "peek". The function of this is for you to peak out of a window/out of the door/off of the rooftop of a building to examine those outside. It does not tell you the names of those outside unless they are in your contact list; it simply gives you a clue as to how many people there are. Of course, there are a number of restrictions to this. The building must be powered. It cannot be ransacked. You cannot peak out of a building without either a door or a window, or if the building is too big (eg zoos, stadiums, mansions, cathedrals, malls, and forts). Another thing is that survivors may choose to close the blinds and/or barricade the building to heavy, which will prevent ANYONE from seeing inside or outside of the building. If there are 30 or more zombies/survivors inside or outside (depending on what you are), you will receive special flavour text, but not be told who is there from your contacts list.
Flavour text...
  1. You peek out of the building. There are [a few (1-6), some (7-12), many (12-29)] survivors and [a few, some, many] zombies outside. You spot [contact names] amongst them.
  2. Are you crazy?! There must me at least 30 zombies outside! It is not safe to peek right now!
  3. You try to peek into the building, but someone takes a shot at you and misses. It is not safe to peek right now.
  4. The building is too dark to peek out of/into
  5. You close the blinds, preventing anyone from peeking inside
  6. This building is heavily barricaded. You can't see past the debris
  7. You are about to heavily barricade the building. If you do so, no survivors may enter from the streets and you will not be able to peek out of the building. Is this ok?
  8. The building's blinds and window have been destroyed. It is not safe to peek outside/inside right now

Discussion (Peek)

No x-ray vision. --Bob Boberton TF / DW Littlemudkipsig.gif 21:18, 15 August 2009 (BST)

Suggestions Dos and Do Nots. ----RahrahCome join the #party!21:56, 15 August 2009 (BST)

What Bob said. This has also been suggested before. Also, why can't zombies peek IN?--Pesatyel 21:57, 15 August 2009 (BST)

They can! The scope said it was for everyone :D --Chekken 23:50, 15 August 2009 (BST)
Those inside can control it. open the blinds, peak, close the blinds. Those outside do not have that ability.--Pesatyel 23:53, 15 August 2009 (BST)

Interesting suggestion. Presumably it costs 1 AP to peek? That saves harmanz 1 AP from the ritual of stepping outside and back in quickly to get an idea of what's going on, and saves zombies lots of AP walking in and out of ruined buildings looking for harmanz using HIPS tactics. Here's my suggestion on how to spice this up. First, those inside only get a view outside the immediate building, none of the surrounding squares. Second, both zombies and harmanz only get a % chance to see each character in the space into which they're peeking, and that % chance diminishes as the 'cade levels rise, increasing as they fall. In other words, your peek isn't guaranteed to work, but the more harmanz or zombies are there, and the less 'cades, the more likely you are to see at least one. Third, there should be a lower % chance to peek into a building than out of it. Ruins should be harder to peek into than regular buildings. And there should be a small % chance that anyone outside will see you peeking, though they won't recognize you unless you're in their contacts.

Examples: Survivor character Spunky Whiskers is in an un'caded, unruined, powered Club. He wants to peek outside to see if he dropped his keys. He spends 1 AP and gets maybe a 70% chance of seeing anyone there.

Zombie Squeaky McWhifflebottom wanders up and decides to peek into the petrol station. Since he's peeking in, not out, he gets a 50% chance of seeing Spunky.

Spunky realizes he could stand to 'cade this place, so he puts the 'cades up to maybe lightly ++. Then he decides to peek again. His peek is reduced to 50% because the 'cades obscure his vision.

Squeaky continues the sneaky peek war, because he's one lazy, crappy zombie, but his next peek is reduced to 30% because of the 'cades.

Spunky gets scared that Squeaky might suddenly get motivated, and 'cades up to QSB++. But he can't quit peeking. Now at 30% himself.

Squeaky is too dumb not to peek again, now at 10%.

Spunky shrieks "Zombies! AAAAAGH!" and 'cades up to VSB++. Then he peeks again. At 10%.

Squeaky peeks again, down to a lowly 1%.

Then Spunky peeks one last fatal time, and suddenly Squeaky sees him because everyone has a 3% chance to see someone peeking out of any building! He attacks, brings down all the 'cades, kills Spunky and eats his liver.--Necrofeelinya 01:12, 16 August 2009 (BST)

Yeah, that could definitely work. So then the suggestion would not be "xray glasses", because xray glasses work 100% of the time. I think everything you suggested is perfectly reasonable. So then an EHB building would only have a 15% chance to peek. That sounds very fair! Maybe, in addition to the percent-to-peek, you could have it so that if you DO peek, zombies outside can see you. The text for the zombie outside would be something like...
Chekken peeked out of the window (such and such a time ago)
I'm gonna drop the whole "blinds" idea, because Pesatyel is right: that can be abused and likely will be abused by players --Chekken 03:07, 16 August 2009 (BST)
X-ray vision powers that only work some of the time are still x-ray vision powers. --Bob Boberton TF / DW Littlemudkipsig.gif 03:21, 16 August 2009 (BST)
I understand what you're saying, but as I see it, this skill is not an xray power. My understanding of it is that an Xray power allow you to see every single detail of that which you are looking at. If I could see somebody through a wall using Xray glasses, that is X-ray powers. Now, if I punched a hole in the wall and looked through it, that isn't the same thing, right? So it is with this suggestion. I specifically designed this idea so that it wasn't xray powers...there is risk, danger, and the possibility of failure when using this skill. You get clues and hints, not the whole picture. I honestly don't believe this is xray powers --Chekken 05:22, 16 August 2009 (BST)
Well it is. X-Ray means knowing what is on the other side of the barricade. These kinds of abilities are geared to benefit survivors more too (look at your own suggestion to see what I mean). Think of it this way. Survivors can barricade to VS without a chance of failure. I peek out, see zombies, then barracade to VS. Then maybe Free Run away. The reverse, zombies peek in and see survivors, then attack the barricades. They still have to get through said barricade while those inside can peek out and free run away. It gives too many survivor advantages.--Pesatyel 05:30, 16 August 2009 (BST)

Although I kind of agree that it would aid survivors on knowing how many zeds are outside. This would be helpful to survivors and is realistic. But they wouldn't be peeking through blinds, they'd be peeking through the gaps between the planks of wood boarded over the windows. Also, get rid of the zombie ability to peek through into hideouts. The whole tactical advantage of barricades is that zombies don't know if there are an harmanz inside in the first place. --Degree7 08:12, 16 August 2009 (BST)

I'd agree with you...if zombies were NPCs. But they are not. They are players too and while it WOULD be realistic it wouldn't be fair. Or fun. Imagine if the survivors inside saw zombies, built up the barricades and ran every time. If your talking realism, the zombies can HEAR, SEE and SMELL the living inside the buildings. The more people inside, the greater the chance the zombies will notice. Would it be fair if zombies could detect how many people were in a building through the barricades? The only thing I can suggest is this: Play a zombie and see how much fun it is to get a building down from even VS to find no one inside. Over and over.--Pesatyel 10:21, 16 August 2009 (BST)
Although I agree with the entire concept of your response, I dunno about the last part of what you said. You always have that deep satisfaction of ruining their building, although I just play casually as a zombie.--Yonnua Koponen Talk ! Contribs 15:48, 16 August 2009 (BST)
I do agree with you, as I'm starting out a low level zombie character myself, and it's a real bitch to level up. So the only way to balance this concept is to have humans have the 'peek' skill or something, and zombies would have a new 'scent' skill where they could tell if there are a lot of humans inside a caded building. But that gets rid of the whole idea of not knowing what's outside or what's inside. For zombies it's like a prize to find some brains past those barricades, while for humans it's a rather nasty surprise when the undead break through. This would get rid of the tension too much.--Degree7 20:17, 16 August 2009 (BST)
True, but then peaking could, potentially, help to AID fixing ruins. people don't want to because it uses a lot of AP, but peeking out might let you better decide to do it or not.--Pesatyel 23:13, 16 August 2009 (BST)
Oh no, I completely agree. I'm just saying that there can be good things from arriving in an empty room.--Yonnua Koponen Talk ! Contribs 19:39, 17 August 2009 (BST)

eh, I'm staying neutral as I don't feel one way or another... I WILL say though that it doesn't matter how many zeds are outside, they'll still eat your brains :P --Crazy Hobo Man 04:25, 18 August 2009 (BST)

I agree with the suggestion, just kill the whole blinds & window routine. --Brainguard 15:27, 21 August 2009 (BST)


Suggestions up for voting

Intoxication

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Starting Clothes Selection

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