Developing Suggestions

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Developing Suggestions

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

Nothing on this page will be archived.

Further Discussion

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


Please Read Before Posting

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


How To Make a Suggestion

Adding a New Suggestion

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

Cycling Suggestions

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

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

Suggestions in Overflow: No suggestions currently in overflow.


Please add new suggestions to the top of the list


Suggestions

Dual-Nature Names

Timestamp: Necrofeelinya 22:24, 16 July 2009 (BST)
Type: Dual-Nature Encouragement
Scope: All players
Description: Simple, really. When you create a new character, you can pick both a survivor name and a zombie name. When you're alive, your profile shows your survivor name along with your description, and that's how you appear on the map, as well as in people's contacts. When you're dead, you still just appear on the map as "zombie", but your profile and other people's contacts display your zombie name. If you want to always be known by the same name, just choose the same name for both your zombie and survivor name when creating your character. It might encourage people to play their zombies and survivors differently if they're distinguished by different names, that's all. It would make you feel like a different person when you become undead.

Discussion (Dual-Nature Names)

What if someone's zombie name is someone else's survivor name? In general, everyone changing names quickly would be complete chaos. If you made this so that when a survivor died, their name became the same in zombie-speak, that would be better, but I don't really like the idea of changing names.--Yonnua Koponen Talk ! Contribs 22:41, 16 July 2009 (BST)

There'd be a lot of names, then... twice as many. And do old players get this option? If so, how does the profile database compensate? --Bob Boberton TF / DW 22:42, 16 July 2009 (BST)

It explodes in fire and death. Or, it uses a specific name, either the one from the starting class, or the survivor, I would assume.--Yonnua Koponen Talk ! Contribs 22:48, 16 July 2009 (BST)

Zombie speech therapy

Timestamp: Kakashi on crack 21:35, 15 July 2009 (BST)
Type: speech improvement
Scope: Zeds
Description: I'm going to TRY and use some logic for this one as it is just a minor addition to the zombie language that could greatly improve conversation...

I believe zombies should be able to use the letters (if two letters, they have to be used like so) sni, ka, e, s, cl/kl, and a few others (possibly)

SNI: this is kind of like when you whistle while keeping your tounge over the hole and sucking in while keeping you teeth planted on your lower lip like the *snip* sound or kiss blowing sound, this could be replaced with smi also, or even a clicking kinda noise

KA: this is like when you pull your tounge back into your throat, and force it forward with a burst of air t makes a strange sound that sounds kinda like kah! or something similar (I know this uses the tounge but a zombie could simply pull back their bottom jaw making the top of their mouth closer to their tounge)

E: this could be used by zombies in more of the sense of ehhhh rather then the letter itself...

S: this is kinda like a hissing sound and could also be used as SI since zombies who have damaged throats trying to pronounce letters may form the occasional hissing sound... this could also be used as more of a hiiiiii sound

CL/KL: this is kinda like the sound you would make if choking on a bone or piece of chewy bacon, this could also be pronounced as hleeeeh in some senses

to pronounce the apropriate noises, try to use as little tongue work as possible

any other sugestions would be appreciated as long as the letters used require less work of the tounge and more work of the throat as current zombie language would suggest...

I got these all by randomly making strange noises from the throat or mouth while using as little tounge movement as possible making them more Zambah! like

Discussion (Zombie speech therapy)

Zombie speech is fucking great the way it is. Frustrating? A little, but it is one of the more entertaining parts to being a zambah. There isn't really a need to add to the vocabulary. --Papa Johnny 22:35, 15 July 2009 (BST)

You're on crack. --Bob Boberton TF / DW 23:03, 15 July 2009 (BST)

It would help if you had some examples of how this would appear in game or something as I have NO idea what your on about here.--Pesatyel 02:13, 16 July 2009 (BST)

"More Zambah! like". Don't know about you, but I've never seen a zombie say "KA" or "SNI". Sounds like something from a fantasy novel. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 02:22, 16 July 2009 (BST)

I tried, and I can't make ANY of these sounds in the way you described. I can make several weird clicking sounds, all through using my tongue. Honestly, this would make zombie communication WORSE.--Yonnua Koponen Talk ! Contribs 20:38, 16 July 2009 (BST)


Light Barricades

Timestamp: Rogueboy 19:08, 15 July 2009 (BST)
Type: Improvement
Scope: Barricades
Description: Ever get in a siege and you try to raise the cades to a higher level like EHB but fail about six times in a row? And spending your remaining AP trying to do it? Only to wake up and find yourself on the side walk while zombies are pointing and laughing?


This suggestion is intended to reduce the percentage chance of failing to cade a building when the lights are on, since if the lights are on it should be easier to find materials to cade a building. I haven't worked out the percentages but I feel to half it seems fair 40% failure when cading HB would now be 20% failure. Some may say well how does this benefit zombies? Truth is it doesn't, some might say why not lower the chances in an unlit building? Because that would become far too problematic since the majority of buildings are unlit and in the past months survivors have won fewer and fewer battles, hopefully this will try to raise that to at least a decent ratio.

Discussion (Light Barricades)

Hm. Lets see. The implication that light helps barricades is already in the game, because its harder to cade in the Dark. A three level system, with say dark (halved chances), normal (-5%) and lit (+5%)? Don't think it would be too difficult to code. We already have varying chances of success. --RosslessnessWant a Location Image? 19:17, 15 July 2009 (BST)

That makes more sense than just a +%, reduce the non-lit % to balance it and you'd have my vote. --Kamikazie-Bunny 21:16, 16 July 2009 (BST)

Cades are fine. If anything, they should be either harder to build or easier to take down. Making it easier for trenchies to put up everything to EHB will also encourage the idiots out there to overbarricade an entire suburb. --Papa Johnny 22:29, 15 July 2009 (BST)

From a zombie point of view I don't want survivors being better at cading, as destroying cades is dull and feels less like an accomplishment than killing a survivor. From a survivor point of view, while this could be beneficial, the last thing I want is more overcading. The current system is more than good enough for survivors. Moderate cades equal low cost and accessibility. High cades equal high cost and screwing over other survivors. Trust me, you're better off not reducing that cost and making it easier for people to screw each other over. Besides, your argument that zombies have been winning more battles doesn't reflect the games population. Make it harder for those zombies who are fighting hard as it is to maintain their side, and we might just see this game losing more zombie players, not exactly what we need in my opinion. - User:Whitehouse 00:19, 16 July 2009 (BST)

I have little to add to what everyone else has said. Except that if zombies have been "winning all the time" (which isn't true) it's because survivors have gotten lazy and stupid (lazier and stupider, even, than before!). --WanYao 15:15, 16 July 2009 (BST)

It's because it's summer, and (from what I gather) there are far more dedicated zombie players, who are still willing to check on during summer. Survivors are, as you said, lazier, for some reason, and don't seem to log on as much. Weird, but truish.--Yonnua Koponen Talk ! Contribs 20:35, 16 July 2009 (BST)
I wouldn't say it's because they're lazier, they're probably going outside and doing stuff and just not as bothered because they're filling their day with other activities. In the winter your more likely to stay indoors with less things and sit in front of a screen. The reason the zombie players are more active is probably because they have a much better on-line community which draws them back. --Kamikazie-Bunny 21:10, 16 July 2009 (BST)
It's the hunger, I don't know how to explain it but there is a hunger in my mind, the dope receptors just go crazy for namz.--Bonghit420 21:42, 16 July 2009 (BST)

Critical hit!

Timestamp: Kakashi on crack 07:11, 15 July 2009 (BST)
Type: new skill
Scope: combat
Description: Zombies and Survivors have been seen aiming at critical points of their enemies including the groins, head, and chest...

Basically, Critical hits will be an extra skill you can get for one weapon of choice in both survivor and zombie form.

A critical hit will basically be an attack that can do extra damage based on your % chance of hiting the enemy (survivor or zombie) and how much damage the weapon does.

Critical hits will be at 1/5 of your percent chance of hiting the enemy.

When succesful, a crit will do an added 35% damage to your attack at a minimum of +2 damage. (if it is borderline between say 2 and 3 extra damage it will always round up)

Critical hits will sometimes be at crucial points that could temporarily disable opponents

in otherwords

a normal crit has a 50% chance of hitting them in the chest, this will make a "temporary infection" come into activity (that can affect zombies too) that will do 1 point of damage for every 3 AP spent (for the victim, not you attacking them), this will automatically be cured after either A. the victim uses 30 AP (not including talking) B. is healed with a FAK, or C. (if zombie with digestion) bites someone/something that is/was alive

A critical hit also has a 20% chance of doing Hand/claw damage: this will (for survivors) lower all attacks % of hitting by half and make necrotech injections only work at a 65% chance of success until healed, and (for zombies) disable tangling grasp (if they have it) make all hand/bite attacks reduced by 1/4 (if they don't have tangling grasp) and reduce hand attacks by 6/10 in damage/% of hiting) until they regenerate health (wether it be through feeding or biting something/someone)

A crit ALSO has a 15% chance of hitting a survivor/zed in the legs. this will (for survivors) disable free-running (since the only LOGICAL explanation for it is that they can jump from building to building lol) and will cost them 2 AP to move (unless they have lurching gate or whatever that zombie skill is, 2 AP part only) and (for zombies) will cost them 3x the AP to move (so either 3 or 6 AP to move) and an automatic 10AP to go inside a building (unless they have free-running, which will get rid of the entering a building penalty)

FINALLY a critical hit has a 1% chance of hitting the enemy in the head causing instant-death, this will automatically become 0% if the "survivor" has body building and/or a flak jacket or the "zombie" has flesh rot and/or a flak jacket. THIS IS ONLY A SUGESTION, I know this is in Do not sugest and if people don't like the idea because of this one part, I'll remove it, but please realise I am only sugesting it...

Crit sugestions posted above will NOT stack though

If the person attacked recieves a lethal blow, (a blow that will otherwise KILL them) the critical chance will be at only 1/10 and will cause the victim to go into a miniature head-shot which will require an extra 3 AP to stand up and will cause them to stand up as a zombie at only half health (so think of it this way, a zombie with ankle grab who is headshotted at a critical hit will have to spend 9 AP to stand up and a zombie WITHOUT it will have to spend 18 AP to stand up, this will encourage everyone to get ankle grab which in my own opinion is a VERY usefull skill for both sides lol)

critical hit requirements:

unlike zombie hunter and skills like that, a critical hit will require that the person in question has at least 3 combat-based skills in their category (in otherwords, you can't get it as a survivor if you have 3 zombie combat-skills) and be at least level 5 to get it (in other words, for someone to have critical hit as both a survivor and zombie, they will have to be at least level 8)

this skill will only work on a SPECIFIC WOC (weapon of choice) and can only be choosen once, of course all zombies will get it for claw, but it could have its advantages/disadvantages with different weapons as a survivor AKA, it will do 4 extra damage with a shotgun (or two if they have a flak/fleshror basically) but will also require ammo unlike a fire axe...

NOTE to posters: I would prefer if you used constructive critiscism since I know I'm going to get a lot of crap for this but I don't give a rat's ass if you thought it was too long so you didn't read it and all TL;DR posts will be deleted on sight... on that note, any imrpovements/removal of certain parts are completely possible (especially the unlikely insta-kill which I know is going to get me a lot of hate-spam)

Discussion (Critical hit!)

It's way, way too long, and ludicrously unnecessary. In essence, tl;dr. And you can't preempt that by saying "omg i delete ur tldr posts." --Bob Boberton TF / DW 07:54, 15 July 2009 (BST)

Wow, my eyes hurt. But I'll try to decipher it. First of all why can't zombies pick bite? Ok the chances of “activating” it are:

  • Pistol/Shotgun: Base 1%, basic training 6%, pistol/shotgun training 10%, advanced 12%
  • Knife: 4%, HTH 7%, knife 10%
  • Axe: 2%, HTH: 5%, axe 8%
  • Flaregun: 0.5%, basic training 3%.
  • Punch: 2%, HTH 5%
  • Damage: Pistol 5.4/6.75, Shotgun: 10.8/13.5, Knife 4, Axe 4.05, Flare gun 16.2/20.25 (32.4/40.5), Punch 3

Other effects:

  • 50% chance of causing a victim to take 1 HP per 3 AP spent (so I could potentially force the guy to take 16 damage per action).

OR

  • 20% chance of causing survivors to be -50% to all attacks. Zombies are -35% to be revive AND lose tangling grasp AND -25% to hit AND -60% to damage (if I can decipher that right, meaning claws will do 0.8/1.8 and bite 2.4).

OR

  • 15% chance of (for survivors) disabling Free Running AND costing 2 AP to move. Zombies will have to spend 3 or 6 AP per square of movement' AND spend 10 AP to enter buildings.

OR

  • 1% chance of INSTANT DEATH.

Yes, the author IS on crack.--Pesatyel 08:10, 15 July 2009 (BST)

He has been for quite a while. --Bob Boberton TF / DW 08:16, 15 July 2009 (BST)
Well, I gave him a little for trying. But now? Wow is he even anymore?--Pesatyel 08:26, 15 July 2009 (BST)

Explain how it works for zombie attacks again? --RosslessnessWant a Location Image? 19:47, 15 July 2009 (BST)

TL;DR, but if Boberton's summary is accurate, kill it with fire. --Papa Johnny 22:33, 15 July 2009 (BST)


New status: In pker hands.

Timestamp: --Suff-TMS- <-- Killin' zombies! 21:54, 14 July 2009 (BST)--
Type: Small wiki change.
Scope: Wiki
Description: In pker hands could be used as another building status that could still be commonly used.

There have been many group Hqs,malls,Mansions,And NecroTech buildings that have been Completely run over by pkers forcing those who once inhabited it to run to another safe spot. As i understand it Pkers still cause harm to another player and seek the same objective as zombies do. The only difference is they are inside the building. And can cause alot more damage to the people who call it home. Must we remember giddings? That was ridiculous. I understand that you can put "taken over by pkers" in the description when updating the status. But how can you still leave "safe" as the picture? have you seen urbandead lately? Pkers with horrible or vial names roaming around killing people. There are alot more than there should be. There are alot of respected pkers out there such as Silly Lilly and Pathetic Bill. But many of the pkers now days are preteens that have figured out they can ruin a persons day with 20 clicks of a button. Thanks--Suff-TMS- <-- Killin' zombies! 21:52, 14 July 2009 (BST)

Discussion (New status: In pker hands.)

You could use the "Under siege/attack" logo and in the description state its pk'ing as a stopgap. --RosslessnessWant a Location Image? 21:55, 14 July 2009 (BST)

Contact Hagnat about getting an image made, rather than using the suggestions system (which is for game related changes). Would cause more drama than it's worth, IMO, but meh -- boxy talkteh rulz 22:02 14 July 2009 (BST)

lol,Nice to meet you boxy. And yea i guess ill contact him thanks.--Suff-TMS- <-- Killin' zombies! 07:11, 15 July 2009 (BST)

Whine much??? Anyway, PKers and zombies are not on the same side. Seeing as PKers desire and use stuff like... strong barricades, guns, powered malls, NT syringes... all things inimical to zombies... that makes them closer to being pro-survivor. That and that little, insignificant fact that they breathe.....

Anyway, a building barricaded and powered but "occupied" by PKers is still "Safe". Because the zombies are outside. It's simple, really. --WanYao 15:25, 16 July 2009 (BST)

Hiding in a room with someone who wants to kill you is not safe, it may be safer than standing outside and you may be safe from zombies but it is not safe... --Kamikazie-Bunny 21:02, 16 July 2009 (BST)

Fort Gun Flavour

Timestamp: Yonnua Koponen Talk ! Contribs 13:23, 14 July 2009 (BST)
Type: Flavour
Scope: Forts
Description: This would be a minor flavour change so that guns from the fort armouries would be called "Fort Creedy Pistol/Shotgun" or "Fort Perryn Pistol/Shotgun". It would be a nice flavoural touch, I feel, and you can tell that loads of trenchies (And non-trenchies, for that matter), would want to say: "I'm going to kill you, you filthy zombie, with my Maxxed-out Fort Creedy Shotgun". Alright, so only trenchies would say that, but you get my point.

Discussion (Fort Gun Flavour)

No offense, but needless pro-survivor/trenchy flavor isn't anything we need. -- THELORDGUNSLINGER 14:43, 14 July 2009 (BST)

The first half of that sentence said the second half for it. If you can honestly name something wrong with having a gun with "Fort Creedy" slapped on the front, then I'd like to hear it. Saying "We don't need it" on a flavour suggestion is ridiculous. Of course we don't need it, it's flavour, but if we didn't have any flavour, it would be a boring game.--Yonnua Koponen Talk ! Contribs 16:32, 14 July 2009 (BST)
I can think of one. Nobody can see it but YOU.--Pesatyel 03:06, 15 July 2009 (BST)
Great observation...except that it was already pointed out below.-- | T | BALLS! | 03:10 15 July 2009(BST)
I was going to add more but then that's an entirely different suggestion. I think it would be good (and has been discussed before) to have "hands". That is you put an object/weapon in hand which can then be seen when people check your profile as well as keep weapons from switching around when stuff happens.--Pesatyel 03:15, 15 July 2009 (BST) Oh and D'OH!--Pesatyel 03:16, 15 July 2009 (BST)
Sounds groovy.-- | T | BALLS! | 03:18 15 July 2009(BST)

No. The Fort dwellers just got their own frequency, and that's one addition more than they deserved. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 16:50, 14 July 2009 (BST)

Oh yes, I had forgotten about that. However, in my opinion, this would be a more valuable suggestion for people on the other side of the city from the forts, kind of like special hats or kilts. You get the idea.--Yonnua Koponen Talk ! Contribs 16:54, 14 July 2009 (BST)
Except you can see if another person's wearing a Mall t-shirt, Fort dog tags, special hats, kilts, etc. - guns, as they should be with other inventory items, are invisible to other players. --Bob Boberton TF / DW 17:00, 14 July 2009 (BST)
Excellent point.--Yonnua Koponen Talk ! Contribs 17:05, 14 July 2009 (BST)

This is just silly. What on earth would make a Fort Greedy pistol different than any other? Because it's pink with a fake fur trim? Now, if it shot a flag reading "BOOM HEADSOT!" or some set of random expressions, now that I might accept as valid... --WanYao 15:32, 16 July 2009 (BST)


(The Highly Foolish) Turning the lights back on

Timestamp: RosslessnessWant a Location Image? 22:16, 12 July 2009 (BST)
Type: City Change
Scope: BOREHAMWOOD
Description: So anyway. Borehamwood is different than other cities.
  • It has no power stations. Its power generation is based outside the quarantine.
  • The military influence is much lighter. No Helicopters, Supermarkets instead of forts.
  • Its based on Dead Set a TV series in which the power stayed on.

See where this is going?

Quite simply, borehamwood's power is turned back on. Zombies don't have to have hand attacks halved in the dark, and you don't need a genny to repair dark buildings.

However. Search Rates increases, surgery and radio transmitters still require generators, as the power drain would be too great. Or something.

Discussion ((The Highly Foolish) Turning the lights back on)

Please mock --RosslessnessWant a Location Image? 22:16, 12 July 2009 (BST)

Consider it mocked. Could you explain what you think this might accomplish, Ross? Because I'm not seeing it.--Necrofeelinya 00:48, 13 July 2009 (BST)
It may "light up" Borehamwood a tad. Dear god, I'm so damn witty.-- Adward  10:35, 13 July 2009 (BST)
Um, make it easier for zombies to kill humans in banks, clubs and cinemas? Make it easier for said humans to maintain these structures? --RosslessnessWant a Location Image? 13:15, 13 July 2009 (BST)
Ross, one of my zombies just yesterday happened across 15 'caded buildings in an area where there are no other zombies. Fifteen, Ross. Survivors aren't having trouble maintaining structures.--Necrofeelinya 23:45, 13 July 2009 (BST)
Nineteen actually. I thought you might approve of this thanks to the frustrations of almost eating a couple of survivors inside darks. --RosslessnessWant a Location Image? 23:51, 13 July 2009 (BST)
I appreciate the effort, but this won't really put a dent in the problems zombies have in Borehamwood. And increased search rates for survivors? The frustrations of almost eating survivors in Borehamwood are caused more by the fact that survivors are utterly awash in FAKs. They strand a survivor, then post a Life Cultist to check up on them, and if anyone attacks they FAK barrage to keep them healthy until they can move again. I'd prefer actually leaving dark on and decreasing search rates for survivors. After all, like you said, there are no black helicopters in Borehamwood... shouldn't supplies have run out by now?--Necrofeelinya 01:52, 14 July 2009 (BST)
Oops, did i not make it clear? Search rates would be unaffected. You only get the boost, if a genny is hooked up in the traditional sense. I assumed that the additional power was used to open security doors, light up basement areas where the power has been severed etc. Hence the reliance on them for search boosts. --RosslessnessWant a Location Image? 08:49, 14 July 2009 (BST)
Ah, I think I get what you're saying now. Yeah, I guess it couldn't hurt if you're not talking about just a general boost to survivor search rates, but it wouldn't do much really, since survivors don't seem to currently feel the need to hide in darkened buildings that much. The last fiasco I encountered was in a normal building, not a darkened one. Just bad luck, really, plus the lack of hasty zombie reinforcements combined with survivors FAK barraging the stranded to keep him alive. But it might help should one of our zombies miraculously break through heaving piles of 'cades, actually find a survivor behind them, and have enough AP left to do anything with them. Or maybe one of the nearby zombies will be awake and manage to take advantage of the situation before a survivor wakes up, kills and dumps the offending zombie, re-cades and FAKs the whole thing up. I mean, hey... it could happen. Someday. I think I still prefer the notion of decreasing the availability of FAKs, though. Those things should be precious under the best of circumstances.--Necrofeelinya 22:22, 15 July 2009 (BST)

Some new guns?

Timestamp: Animegeek7 19:30, 11 July 2009 (BST)
Type: Items
Scope: Survivors
Description: I'm not sure about anyone else, but I wouldn't mind to see a few more gun types and varieties in the game. Maybe a hunting rifle? Attacks can be made in adjacent squares if your on the roof. If it were bolt-action than this advantage would have a similiar drawback to the shotgun, albeit more-so; searching turns up only 1 round at a time, and it takes 1 AP to load a shot after each firing. Or maybe some-sort of a sub-machine gun? Can attack multiple enemies; (ones in the same square), but a low accuracy and chances of friendly fire could be good enough drawbacks to make it a tactical choice. Find it in intervals of a clip; which would be spent after one firing. And maybe something interesting; a crossbow? These are common at hunting stores, would complete a classic "Zombie Hunter" get-up, and when you kill someone, there's a chance of the bolt pinning them to a wall (for a little humour).

Discussion (Some new guns?)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: July 20 at 07:38(BST)

You didn't even read Frequently Suggested or Suggestions Dos and Do Nots, did you? It's hilarious how users come here saying "we should get a new gun" or suggest all the mechanics of it only to find that this idea is suggested almost on a weekly basis and is never a very good idea. --Bob Boberton TF / DW 19:56, 11 July 2009 (BST)

Maybe kevin should just make a new game called Urban Alive, where all these humans get everything they want. it would only "add humor". on a side note, "pinning a z to the wall", whats next, being able to bury bodies in the cemetary... i got an idea, why dont you just go all the way and say "lazor pistol" that is a one hit kill... i mean it would only be humorous. gtfo --Bonghit420 01:34, 12 July 2009 (BST)

I reckon he's new because A) he suggested new guns, and B) he doesn't even have a User Page. Sorakairi 12:39, 12 July 2009 (BST)

Take note:

--Anotherpongo 12:54, 12 July 2009 (BST)

Read. Linkthewindow  Talk  13:31, 12 July 2009 (BST)

READ! As above. Sheesh. --WanYao 16:48, 12 July 2009 (BST)

There is nothing wrong with suggesting new guns. However, as they others said, you should read above, as well as Peer Review and they should be REALLY well though tout and/or unique.--Pesatyel 07:38, 13 July 2009


Survivor reform

Timestamp: Kakashi on crack 17:59, 10 July 2009 (BST)
Type: new skill
Scope: zombies (helps surviors slightly
Description: Zombies have been found making more advanced gestures and waving their hands at other zombies as if saying hello, they seem to have a better vocabulary and they have seen zombies holding frequent conversations!

this will be a new skill called survivor reform, this will basically make zombies much more social and help communication in-game by a lot...

this skill will allow zombies to make advanced gestures like waving their hands to say hello and pointing specifically at NT logos when inside NT buildings, that kind of stuff...

this skill will also improve zombie vocab (will explain in a second here)

this skill will only cost as much as any other zombie skill (100 EXP) it will require that you have...

memories of life

death rattle

flailing gesture

the skill survivor reform will basically make it so that a zombie will be able to communicate through more gestures at specific items, and make it so that the more you speak, the more fluent you will become. if you say the letter... k enough, you will be able to use it in sentences fluently 60% of the time.

basically a zombie could then master the alphabet with enough practise but in the process, there is still a slight chance of messing up a letter or even word.

so they may be saying revive please and it would possibly come out something like Rrrvige plrrgh

Discussion (Survivor reform)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: July 18 at 19:38(BST)

revive please = mrh?--Bonghit420 18:03, 10 July 2009 (BST)

"RHAB!B MAH ZAMBAH" or "MAHG MAH ZAMBAH AH HARMAN! AHM GANNAH B! AH NA!Z HARMAN." or gesture to yourself. --Johnny Bass 18:42, 10 July 2009 (BST)
nice, I was just using revive please as an example, this is more for zombies who want a revive but don't want to be a mrh? cow, zombies who don't look at the wiki, and people who want to have a talk in-game without using a constant stream of !s, I think it would be usefull for zombies to point at a necro-tech logo or to wave their hand to prove they are friendly... I know I use a lot of points based off of revives and sieges but I'm a very talkative zombie (when I am one) and would prefer to actually be able to talk to those who I kill or tell I'm friendly to... --Kakashi on crack 00:43, 11 July 2009 (BST) I also think that saying you can kill me if you want is better then just saying brhnr! or whatever it is...

Basically would primarily aid Life Cultists. No, thanks.--Necrofeelinya 04:28, 11 July 2009 (BST)

look, if you want me to type up a list of ways it could be helpfull to zombies, I will, I may be pro-survivor most of the time but I took brain rot so that when I get turned into a zed, I STAY a zed for a while so that I can play both sides and only change when I get bored, this could be usefull for just about anyone, especially leaders and those people who have to check over their spelling 3 or 4 times to make sure they can get it in Zambah! and still be understandable... --Kakashi on crack 05:31, 11 July 2009 (BST)
I still don't agree with you. I don't think this is a good idea, Death Rattle is classic and changing it would kinda suck.--Bonghit420 06:55, 11 July 2009 (BST)
Type away, sunshine. Don't forget to add how you'll keep it from easing in-game communication between Life Cultists and their harman allies, because that's the major problem I see here. Honestly, they're the ones most likely to use advanced communication skills in-game if they can.--Necrofeelinya 11:06, 11 July 2009 (BST)

Zombie communication rocks, just the way it is. Not only is it perfect flavour, but it also makes it easy to convey the most important information for zombies (feeding groan, gestures to new targets) while making it difficult to be a spammer of useless chatter that infests survivor strongholds -- boxy talkteh rulz 11:29 11 July 2009 (BST)

I'm not sure that zombie communication "rocks"... but it works... sorta... This suggestion just makes zombies and survivors that much less different. And that's a bad idea. There are many good ways one could help zombies, especially by making their communications less metagame-dependant, but this is not one of them.... --WanYao 15:26, 11 July 2009 (BST)

While I'm not against improving zombie communication, this suggestion is lacking rather a lot in detail. It's basically saying "improve zombie communication", which isn't really that specific. The only specific suggestion that it makes is the selective learning of certain letters which, I'm afraid to say, is technically very difficult and rather a waste of time. In short: Principle is good but lacking any real details on which to base a vote.--The General T Sys U! P! F! 19:38, 11 July 2009 (BST)


New Town Concept

Timestamp: Necrofeelinya 01:26, 10 July 2009 (BST)
Type: Hardcore town
Scope: A new town, or revised rules for Borehamwood or Monroeville
Description: I'd like to suggest a new hardcore town, one which would differ enormously from previous "hardcore" towns in the way it functions. The details would be as follows:

1. XP system completely revised. Skills are no longer permanent and aren't bought. Instead, characters have a set of involuntary "skill points" to divide between the various actions they are capable of taking in-game, and the frequency with which they take those actions determines how successful the action will be. New characters start with variation in the distribution of those skill points - Firemen will be good with an axe, Doctors good with finding and using Faks, etc. Thus, if a person rarely 'cades, they will likely fail often should they try, but with practice, they will become more proficient. If they've developed proficiency with a skill but cease to use it regularly, their proficiency with it will decrease over time. This would eliminate useless XP buildup with "maxxed out" characters and still allow for characters to change over time, as well as providing real variety in character class distinctions. Veterans would have no advantage over noobs except that which their experience and skill actually playing the game provides them.

2. Revised Headshot. Rather than headshotted zombies simply needing to spend a few AP to stand up, headshot now "kills" a zombie, replacing it with a corpse and regenerating the zombie at a random cemetery elsewhere on the map. Rather than the inconvenience of losing a few AP standing up, zombies get the inconvenience of being resituated on the map when they're headshotted. This way noobs suffer no more penalty for being headshotted than veterans. Also, headshot is not an automatic skill, but a low % chance for every survivor when attacking a zombie which is modified slightly by their proficiency fighting with that particular weapon.

3. No Necrotech.

4. Survivor regeneration - Don't want to play a zombie? Click on "revive". Following an "are you sure?" message, your character can choose again what class he wants to start as, gets stripped of all his items except those he would normally start the game with, gets an intro storyline, and gets randomly regenerated in a class-typical building in the city (Doctors in Hospitals, Firemen in Fire Stations, etc). This'll keep players from having to create a new character every time they die and want to keep playing a survivor.

5. A brief history page, similar to contacts but without info on attackers, lists how many times you were killed with time and datestamp as well as location, with map coordinates and revive dates. It'll help keep track of how long people have managed to stay alive, which is a matter of survivor prestige, and will be viewable by all players as a link on people's profiles.

6. A "victims list" automatically logs who you kill, when and where. Only viewable by the player. Because that would be cool, and who really wants to go in and add contacts all the time just to keep track of that? Only keeps track of survivors killed, because zombies are both anonymous and just too easy and numerous.

7. Keep new character creation open.

It's a basic idea, and incomplete, but it's just a suggestion after all, and I thought I'd put it forward as a drastically revised manner in which Urban Dead could be reworked for people seeking something other than a social networking site. Apart from the admittedly substantial workload, there's no reason not to experiment with new cities, and this would be a great concept for a test drive. With the ease of regeneration, this actually wouldn't be that hardcore in a sense, but I think certain aspects of it would be highly enjoyable and might encourage action-oriented play somewhat. Being stripped of equipment and starting fresh is enough incentive for survivors to try to avoid death, I think. Posting it here because I don't believe that all suggestions need to be 100% worked out in detail before being worthy of Peer Review. After all, this kind of suggestion can't be made in parts, and too much detail would be overwhelming anyway.

Discussion (New Town Concept)

Not very "hardcore" when you screw zombies and give survivors an "auto revive" feature. Give me a break.--Pesatyel 03:20, 10 July 2009 (BST)

The "auto revive" basically resets their character to exactly what it would be if they created a new one. There's plenty of incentive there not to die, I think. And headshot should both be "permanent" in a sense and much, much harder to do than it is currently in the game. Zombies aren't screwed with this, and I don't think survivors are either.--Necrofeelinya 03:40, 10 July 2009 (BST)
Seems pretty cool. I'd try out a character in this new town.--GANG Giles Sednik CAPD 05:21, 10 July 2009 (BST)
Ok. But, again, how "hardcore" is it if survivor's DON'T/CAN'T die? "Starting over" with nothing I don't think is significant (at this point in the discussion) since we have unlimited resources. What's your new XP idea? Something that significant needs to be fleshed out and, since its your idea, we need a base to go of off.--Pesatyel 06:51, 10 July 2009 (BST)
If the city is meant to go long-term, you can't restrict new sign-ups. This just allows people to retain their characters. I had over 20 characters in Monroeville, which was utterly excessive. I know that at least one guy had over 50. This eliminates the need for that. The new XP idea involves a set # of points dedicated to a character's in-game activities but which aren't voluntarily disposed. One's actions in-game determine where one's skills are accumulated. That's how you become proficient at certain tasks, whether they be 'cading or fighting, or finding and using Faks, or finding or refueling gennys, etc. I don't think simple abilities like speech should be affected, of course. Basically, it's a rough idea of how a new city might work, and I don't think it needs too many details because 1)Kevan can decide most of that himself, and 2) the more specific details the more people you alienate. I'm not trying to make this my personal wet dream city, I'd like a general consensus that the basic idea is something worth trying.
Ots a good start. Necro, Ill feedback a bit more in a bit. I'm assuming you can only respawn if you're dead? --RosslessnessWant a Location Image? 08:43, 10 July 2009 (BST)
That's the basic idea, Ross. Can you think of circumstances where it would be beneficial for survivors to respawn without being killed first?--Necrofeelinya 09:21, 10 July 2009 (BST)
Im a level one survivor or zombie spy in west necroville. I want to get to far east necroville. I just keep on clicking on revive until it respawns me over there. Much easier than walking. You're not getting tired of Borehamwood are you? --RosslessnessWant a Location Image? 10:39, 10 July 2009 (BST)
Pretty much everyone would be level one under this system, but I see your point. So yeah, you'd only be able to respawn if dead. That wouldn't guarantee people wouldn't just kill themselves and respawn over and over anyway, but it would be some discouragement, especially with the couple of steps involved... choosing a character class, getting an intro storyline, basically at least 3 or 4 server hits minimum for each attempt. Besides, they'd still need to gear up again, as well as walk from wherever they respawn to their chosen destination, so it'd be an exploit, but not the worst one. After all, under the current system can't they just keep creating new characters until they get one near where they want? And I think everyone but survivors tired of Borehamwood many, many months ago. I'm just more tired of Malton and Monroeville. Borehamwood could be called less entertainment than habit at this point.--Necrofeelinya 04:50, 11 July 2009 (BST)

A few questions:

  • How would you have infection work? Without a "skills for xp" system would all zeds have infectious bite?
  • Wouldn't this make Infection damn hard anyway as zeds spend most of their AP using claws and very few using bite?
  • Do you envision all survivors being able to cade? If they can you do realise you have invented the perfect cade zerg mechanism?
  • Free Running?
  • Radio Op?
  • Feeding Groan, Scent trail, repair/ransack... I could go on.

I know you say details would be up to Kevan but give without all these details at least fleshed out you are asking for altogether far too much! --Honestmistake 10:23, 10 July 2009 (BST)

From what I can tell, a character can do anything. They just really suck at it. But if they do it often enough they "get better" at it.--Pesatyel 01:54, 11 July 2009 (BST)
Exactly. Yes, all zombies would have infectious bite, and would need to practice to have an improved chance of hitting with it. All survivors could 'cade, and while 'cade zerging would be a problem, it wouldn't likely be moreso than bots and people creating characters just to get construction and use them the same way is now. The rest, all a base chance modified by practice. There would be minimum % chances for everything, so that a character couldn't sink below a certain level of competence, as well as maximums, so they couldn't attain 100% proficiency, but between those base levels their % chances for every action would be variable.--Necrofeelinya 04:50, 11 July 2009 (BST)
That doesn't answer any of the OTHER questions though. What are the starting percentages? How do you increase said percentages? Wouldn't this, effectively, cancel most of the skills (gun upgrades, hand to hand, etc.)? Would healing have a percentage? Wouldn't it be rather easy to level both construction and physical combat quickly?--Pesatyel 03:11, 15 July 2009 (BST)

Something this significant, I'd imagine we would have to work on each part individually. I think most people here need as many "details" as they can get. Or at the very least what the author thinks needs to happen. The whole skills idea, for example. How will it work? Honestmistake and I are only guessing but if we are correct, that's a start. But where do we go from there? And that's is just skills/XP alone.--Pesatyel 01:57, 11 July 2009 (BST)

Yes, it's a basic concept, and the XP system needs to be fleshed out, but it's posted here at the moment largely to get feedback and gauge interest. I think that once I figure out a rough system of what in-game actions would require a % chance of success and what minimum and maximum % chances there would be for success then it might be worth putting up to a vote, but for now it's largely here for feedback as a general concept.--Necrofeelinya 04:50, 11 July 2009 (BST)
I like the idea, it just needs a bit of developement and details put into it (and that's why it is here) the percents based off of working in that skill are a good idea and that from disuse they will be lowered as if your character is a real person adding to the RPG aspect... here's a couple concepts I was THINKING of that could help it with the "hardcoreness" of it...

perhaps survivors inventory items could take up "handspace" or "backpack space" instead of encumberence or in other words, if they are holding generators, shotguns, health packs, books, and all the other crap, they will get reduced accuracy due to their heavy objects making them tired but if they were to say, put them down and then pick them up when they are done shooting, they wouldn't lose accuracy but the items may go missing...

also to answer Honestmistake, (and please realise, these are SUGESTIONS for the sugestion)

infectious bite could simply be a 50% chance but for every time they killed someone with their teeth, they gained a 1% with it...

cading could be at a very low percent passed strongly baricaded but the more they practise the better they get at it until they get to the point where they would have basically gotten to "normal" percents

1. if a town is hardcore, why even have free running or 2. Free running would be achieved by tryign to go to another building when you are inside a building, or even 3. everyone has free running but they have a 35% chance of messing up and it could either A. kill them if they are inside a office building or B. hurt them since they jump into a wall (since the only thing I can come up with for realism is that free running is jumping from building to building and through windows XD)

perhaps if they kill a zed, they have a chance of finding a radio "tag" allowing access to restricted channels, why even have radios though if the town is hardcore?

feeding groan can be a skill with a chance that they will mess up and instead it will just say in the "general direction" instead of something like 8 east and 2 north XD

scent trail only works if the survivor is nearby, perhaps just give, the zombie scent trail and if they die then they lose the scent?

everyone can ransacking a building could require that you have destroyed enough baricades, and repair can require that you have made enough baricades...

these are just sugestiosn for your sugestion lol --Kakashi on crack 05:50, 11 July 2009 (BST)

I'm assuming that every survivor/zombie starts off with a 1% chance of performing any action and everytime it is successful that increases like more traditional role playing (or GTA SA) On you profile page it could give a rough indication "Construction Good, Freerunning Poor, Diagnosis Expert." --RosslessnessWant a Location Image? 15:40, 11 July 2009 (BST)

I just want to say this: people keep askign for more details and such but every time someone makes a detailed sugestion, the majority just posts TL;DR, so make up your friggin minds! XD --Kakashi on crack 22:44, 11 July 2009 (BST)

More words =/= more detail. Especially if it's worded poorly and fundamentally changes up the game in unnecessary ways. --Bob Boberton TF / DW 21:30, 12 July 2009 (BST)

URL Action Alteration

Timestamp: Bob Boberton TF / DW 06:40, 7 July 2009 (BST)
Type: Browser/code change
Scope: All Players
Description: ?barricade was removed a while ago due to potential abuse - why not ?rise? Why not ?dump, for that matter? This suggestion's only change is to make those two actions (?rise and ?dump) utilize the same number system that ?barricade does now - it requires a two-digit number tacked on the end to match for the action to be successful.

Discussion (URL Action Alteration)

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It will be removed on: July 17 at 17:57(BST)

Why suggest this? Because "A survivor killed a zombie. (5 seconds ago) - A zombie stood up. (3 seconds ago)" that goes on three times and multiplies one zombie into four is blatantly overpowered. --Bob Boberton TF / DW 06:42, 7 July 2009 (BST)

Zombie players like their ?rise function. Suggestion:20080403 Down time after Death -- boxy talkteh rulz 09:12 7 July 2009 (BST)

I agree with you in theory. In practice however there aren't enough zombies in this city so i'm loathe to take away things that make their game more fun.--xoxo 13:05, 7 July 2009 (BST)

I think all ?actions should be removed from the game... However i would like to see some sort of choke timer on the dump and drag actions to prevent instant eviction powers and allow active survivors and zombies to avoid them. --Honestmistake 20:47, 7 July 2009 (BST)

What about something like an "automatic" failure with the first attempt, then another attempt is successful. It would fit more smoothly into how he introduces changes instead of just an arbitrary "you must now wait 2 seconds to attempt to dump the body" or something.--Pesatyel 08:40, 8 July 2009 (BST) Oh and the "in game" reason could be that zombies have gotten harder to handle/pick up because of decay or something.--Pesatyel 08:48, 8 July 2009 (BST)
Actually I had it in mind that as soon as you click "Dump" or "Drag" it starts a short timer (5 or 10 seconds) before you may take any other action. Everyone present should see the action and a successful attack on you during that time would end the timer and cause the action to fail (as would the body being moved taking any action!). Given such a short timer its not going to happen very often but it would add spice and realism to live combats and think how much fun could be had fighting over the KO'd body of an inactive player :)--Honestmistake 10:31, 8 July 2009 (BST)

the chance to use ?rise occurs so very rarely... and it's not guaranteed success, anyway. and ?dump completely negates it. but... ok... i'll accept killing rise -- if you find a good way to nerf those overpowered survivor firearms and levelling abilities. deal? --WanYao 17:57, 10 July 2009 (BST)


Give Away

Timestamp: Legs Akimbo 11:46, 6 July 2009 (BST)
Type: Skill
Scope: Survivors
Description: This is a new Skill for Level 10+ Survivors to give inventory items to other Survivors, a new third level sub-class of the Shopping skill, below Bargain Hunting.

Requirements: player must already have Shopping and Bargain Hunter skills

Both players must be in the same location, ie inside or outside in same square, at time of Giving and Receiving


Implementation: A 'Give "Item" to "UDID" ' button, which is a cross between the "Drop" button and say, the "First Aid Kit" button, so you Give an Item to a Character in the same location as you are in.

Pop-up box similar to a text message alert to notify Receiver that "Giver_UDID wants to give you a Item ID. Accept Y(1 AP) N" Yes and No as buttons within text-box


Effects: Skill does not affect any search or in-game abilities. You're just passing on stuff you don't need.
Costs 1 AP to Give an Item.
Receiver costs 1AP to receive Item, to stick it in a pocket or a bag somewhere about their person.
Giver's Encumbrance decreases by the amount of the item Given.
Receiver's encumbrance increases by the same amount.
Receiver can choose not to accept the item, for no increase in encumbrance.
Any item not accepted is counted as Dropped, and immediately lost to both parties.
Zombies cannot give, as they cannot use any items in their inventory.
Survivors cannot Give to Zombies, for same reason.

Reasoning: I've played UD for about 3 years now, I'm on my fourth character, and I have often wished I could give something in my inventory to another character, be it ammunition, an FAK, a syringe to a character who had the AP to use it, whatever. I also think it's unrealistic that a group of survivors would not pool resources.

I am fully aware of the counter-argument to any transfer of inventory, ie that you can use it to 'feed' a main character by searching with support accounts. I feel that the requirement to have any feeder account at Level 10 (minimum) would make this effectively impractical to use as a form of levelling-up - you would need to earn 1000XP with the support character to be in a position to assist the main character.

Finally, I made this a sub-skill of Shopping on the basis that if you can't find it, and find it easily, you sure as hell aren't giving it away

Discussion (Give Away)

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It will be removed on: July 18 at 22:44(BST)

Dupe. Too zergable. Enough said really. --Papa Moloch 12:53, 6 July 2009 (BST)

So if I make my main character level 10+, then I feed my new characters items so they can become level 10+, then i feed another char, so they can more easily become 10+, and BAM. I got 2 level 10+ that can help out my main character ALOT. zeerg. --Rolfero 12:56, 6 July 2009 (BST)

Uber-dupe. Read Sonny's spam vote and comprehend. Leveling up and XP are minor considerations for many players, zergers and alt abusers included -- boxy talkteh rulz 13:02 6 July 2009 (BST)

Check out the Frequent Suggestions. Item trading will automatically get shot down. --GANG Giles Sednik CAPD 19:17, 6 July 2009 (BST)

The problem is there everything is infinite and "giving items" to others is way to abuseable. As Rolfero said, it is way to easy for a maxed out character to find stuff where a newbie would have trouble (ie no mall skills or no free running, etc.) so the maxed character can just feed the newbies.--Pesatyel 02:52, 7 July 2009 (BST)

Would make zerging/alt abuse a lot easier. Not a good idea.--Maps 16:33, 7 July 2009 (BST)

Not only is in the FreqSugg, it's also in Kevan's FAK. Next. --WanYao 17:58, 10 July 2009 (BST)

Read the first line an knew this was a dupe. Kevan has specifically said in his FAQ that item trading is unlikely to happen due to the zerg potential.--The General T Sys U! P! F! 22:44, 11 July 2009 (BST)


Revivification syringe MKIII

Timestamp: Kakashi on crack 05:59, 6 July 2009 (BST)
Type: new skill
Scope: survivors
Description: A new syringe has been created by NT called the Revivification syringe MKIII (3)

this Syringe would revive brain rotters (yes, I know, this will probably get a lot of trolls and flamers just by reading that, but please listen to the rest or it will seem like a miracle potion...)at great costs...

EXP cost for the skill to use and manufacture them: 300 EXP

skills required to create them: all NT-based skills

requirements/cost to manufacture a MKIII syringe: a powered NT building and 35 AP there will be a limit of 1 per day so people can't make two a day and get healed...

cost to use them: 25 AP or basically half of the maximum AP limit...

chance of finding one on the ground: 0% they are too valuable to be left laying around by foolish survivors

what this will do: this will basically satisfy a lot of survivors who constantly get angry with rotters in their way, if they want to teach them a lesson, they could jab them with this expensive needle, this will also possibly hault large-scale raids where they run into a ton of rotters every revive

if used on a regular zombie, these needles will have an over-dose effect and will basically turn them into a human with an extra 20 HP and 20% on melee attacks, but as a side-effect, they will be afflicted with a high matabolism that is so fast that they will lose 5 HP an hour and 1 hp every 5 AP spent, the only cure will be death. (in otherwords a adrenaline burst that doesn't stop) and the after-effects will be a temporary brain rot that lasts 3 days. this could affectivly be used for zombie sieges and/or PKers evening out the fact that rotters can be revived. (though it could also be used by zed hunters who want revenge unfortunatly...)

Discussion (Revivification syringe MKIII)

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It will be removed on: July 17 at 17:59(BST)

Overly complex idea that ends up being a waste of resources. Simply killing rotters is almost certainly going to be around the same AP cost, if not cheaper. --Bob Boberton TF / DW 06:07, 6 July 2009 (BST)

Not to mention that the suggestion is not completly developed. How much does it weigh? --Bonghit420 06:17, 6 July 2009 (BST)

God, it's bad enough that you're suggesting a needle to nerf brain rot, anywhere, and then you add on that stupid adrenalin/uber melee stuff when using it on non-rotter? Spammalishous -- boxy talkteh rulz 07:11 6 July 2009 (BST)

Let me get this straight.... the entire point behind this suggestion is to get around a currently existing game mechanic (rot)? The suggestion is bad if only for that reason, let alone all of the crappy portions of it. --Johnny Bass 15:29, 6 July 2009 (BST)

Check out the Suggestions Dos and Do Nots. Specifically the section which says "Costly Does Not Equal Balanced" and you will understand why this will not be implemented. --GANG Giles Sednik CAPD 19:21, 6 July 2009 (BST)

take your Brain Rot nerf and stuff it. --WanYao 17:59, 10 July 2009 (BST)


Healing Experience

Timestamp: Uberursa 19:44, 5 July 2009 (BST)
Type: Experience
Scope: Anyone who uses a fist aid kit
Description: Right now, anyone who uses a first aid kit will get 5 experience, regardless of the circumstances. Instead of this, when a survivor uses a first aid kit, they will gain the same amount of experience that they healed, maxing out at 10 experience. (i.e. "you heal XXXX for 6HP" then gets you 6 experience) Cureing an infection will still not get you any extra experience.

Discussion (Healing Experience)

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It will be removed on: July 17 at 18:05(BST)

I've always liked this idea, especially as healers take a while to level, but you won't get a lot of support. Most people here think that Healing is too overpowered already.--Yonnua Koponen Talk ! Contribs 20:01, 5 July 2009 (BST)

I'd modify it slightly. An extra point or two for curing an infection seems fair and makes more sense. It'd be the equivalent of that random point you might get when scanning a zed. It's not guaranteed, but could make a decent bonus. Healing characters are indeed really hard to level. I think they should deserve a little help. --Aiden H 4H 02:09, 6 July 2009 (BST)
You can get "random" experience points from scanning zeds? --Bob Boberton TF / DW 02:11, 6 July 2009 (BST)

Survivors already gain XP faster than Zombies. This would just add insult to injury. Healing characters are easy to level already, especially if you toss in whack n' FAK silliness.--

| T | BALLS! | 02:33 6 July 2009

it may be true in the police or fire man sense that survivors get more EXP then zombies but if we are talking about lower level players/healers and scientists, it takes about twice as long as it does for zombies to level, that is unless they grab a fire axe or craploads of ammo --Kakashi on crack 05:31, 6 July 2009 (BST)
Nope. --Bob Boberton TF / DW 05:38, 6 July 2009 (BST)
I'm with Bob here. The only time that a lower level zambah has a decent time gaining XP is when they are being fed as part of a strike team. That's by and far not the majority of low level zambahz. FAK leveling is still the one of the quickest ways to level up at the earliest levels and doesn't need any further XP benefits than those that already exist. --Johnny Bass 15:27, 6 July 2009 (BST)
The amount of XP that a low level survivor will gain is, if anything, lowered. This change would only have a large effect survivors with the first aid and surgery skills. It also makes buying the first aid skill less of a double edged sword, because now purchasing the skill cuts your XP for FAKing in half, which makes it a skill that many survivors avoid.--Uberursa 13:11, 7 July 2009 (BST)
That just makes it worse! Why screw newbies, while giving extra XP to those that need it least? Silly.
And your logic about buying First Aid cutting XP in half is flawed -- I wish that myth would die the final death it so richly deserves... --WanYao 18:03, 10 July 2009 (BST)


Indeed. This could diminish whack-and-FAKing, though - you hit someone with a fire axe for three damage, you heal them, you only get three XP for it. 15 XP for healing someone via Surgery is pretty ridiculous, though. Maybe change the FAK system to "get the same amount of XP as HP healed, with a maximum of 5 XP?" --Bob Boberton TF / DW 05:38, 6 July 2009 (BST)
Isn't that what it is now?--Yonnua Koponen Talk ! Contribs 15:53, 6 July 2009 (BST)
Now you get 5 XP regardless of how much you heal. With this you'd only get say, 3 XP if you healed someone at 57 HP. I think it would just cause the Whack n FAKers to hit someone until they lost enough HP to get the full XP though.-- | T | BALLS! | 20:24 6 July 2009
Ah. Now I see.--Yonnua Koponen Talk ! Contribs 18:05, 7 July 2009 (BST)

Healing is sort of like barricading, something you do because it helps the community. 5xp is plenty, given how easy FAKs are to find in powered malls or even hospitals -- boxy talkteh rulz 07:19 6 July 2009 (BST)

actually they are pretty hard to find in malls, now, in my experience. however, your point is well taken, nonetheless. --WanYao 18:05, 10 July 2009 (BST)

Dupe.--Pesatyel 09:53, 6 July 2009 (BST)


Standing PKer, Bounty Hunter and Death Cultist Count

Timestamp: Anotherpongo 11:48, 4 July 2009 (BST)
Type: Information
Scope: Users of the stats page
Description: The statistics page would display a count of all the active, standing survivors who had killed another survivor as a survivor in the past 30 days.

Discussion (Standing PKer, Bounty Hunter and Death Cultist Count)

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It will be removed on: July 17 at 18:11(BST)

That would be quite misleading.--Yonnua Koponen Talk ! Contribs 18:51, 4 July 2009 (BST)

Agreed. Survivors die for all kinds of reasons, and having that kind of information on the stats page is horribly redundant. --Maverick Talk - OBR Praise Knowledge! 404 08:25, 5 July 2009 (BST)
I've clarified a few points in my text. This would give an idea of PK activity amongst survivors in the city as a whole. The "Standing Zombies" count includes mrh cows, is that "misleading"? And redundancy is subjective, I for one would find it interesting, or possibly an indicator of how bored the survivor population is. Any information on the stats page could be classed as "redundant". --Anotherpongo 09:37, 5 July 2009 (BST)
How would The Almighty know if someone is a bounty hunter, or just a plain PKer? Furthermore, how would he know that they've killed anyone? I think it'd be incredibly difficult for him to find out how many Death Cultists there are in the city, because they aren't very well defined. --RahrahCome join the #party!09:56, 5 July 2009 (BST)
Exactly, the stats page is misleading enough, but you can work around that. Don't add more stuff there for no reason.--Yonnua Koponen Talk ! Contribs 11:44, 5 July 2009 (BST)
"The Almighty" wouldn't know. It would be a single counter of all survivors who had killed another survivor within the past 30 days. Bounty hunters are PKers. Death cultists are PKers. This isn't meant to be a MAGICAL COUNTER that analyses every PKer and finds out which ones are "true" PKers and which ones are BHs and which ones are DCs and which ones are arbitrarily defined this and that; if you want that make your own suggestion. It could be implented in any number of ways, eg. killing a survivor as a survivor could trip a flag that expires after 30 days. The reason I would like this is it would provide information on the level of PKing in Malton. --Anotherpongo 12:50, 5 July 2009 (BST)
Yeah, but you're he only one who does want it. If we implemented something just because one person wanted it, then we'd be screwed.--Yonnua Koponen Talk ! Contribs 13:25, 5 July 2009 (BST)
I'm not arguing that it should be implemented simply because I want it, I'm providing a reason why a person would want such a counter, giving my opinion as an example. Even then this is hardly a major alteration to game mechanics. And who's to say I'm the only person who wants this? Only four users have actually partaken in this discussion. The whole point of the suggestions page is for people to voice their ideas and see if the community approves. Clearly I'm not getting good feedback, so I'll think twice before submitting this to vote, though arguably you have no reason to oppose a simple addition to the stats page. It provides information to players who are interested in game statistics at the cost of what? I've kept this suggestion concise, as simple as possible to implement, and addressed the concerns of those who have them. Find an actual difficulty with this suggestion other than "it may confuse the poor little trenchies who think the server is magic" (maybe they should grow a brain) or "it adds stuff for no reason" (which is is an argument that could be used against any suggestion that adds new content rather than fixing a flaw). --Anotherpongo 15:19, 5 July 2009 (BST)
Well, I didn't say you would be the only one who wants this, I said you are the only one who wants this. Of all the people who have commented, you are the only one who wants it, as I said. And adding a confusing statistic, which is rather poitnless, to the stats page would be completely ridiculous. Currently, you could say that evrything on the stats page serves a purpose. This wouldn't.--Yonnua Koponen Talk ! Contribs 15:48, 5 July 2009 (BST)
What purpose does everything on the stats page currently serve that this does not, then? What frustrates me is you fail to explain why this would be so redundant and useless and confusing compared to everything else already there. --Anotherpongo 19:36, 5 July 2009 (BST)
Dead bodies, reviving bodies, and standing zombies band together to show a real count of zombie characters, and survivors and zombies totals are obviously useful. Standing zombie hunters shows how much coverage of the city has people with headshot. The christmas tree thing is kind of pointless, but it offers many survivors a rallying point. Your suggestion doesn't tell us anything. You just think it'd be cool. Something being cool isn't a reason for it to be voted for. Laser beam eyes and gorillas would be cool, but we shouldn't have them in UD. The other stuff makes sense, yours doesn't.--Yonnua Koponen Talk ! Contribs 20:05, 5 July 2009 (BST)

Sounds good to me.--

| T | BALLS! | 02:35 6 July 2009

Not reading everything else, but an idea for this to work is in the character page. Make a set of boxes that you can check for your personal way of life in UD, that isn't viewable by anyone else. That way we can have information like this work out while also preventing other issues.--Mr. Angel, Help needed? 02:39, 6 July 2009 (BST)

That's quite possibly one of the best ideas I've ever heard. Other than the fact that it puts more stuff on the stats page.--Yonnua Koponen Talk ! Contribs 15:55, 6 July 2009 (BST)
That's an absolutely horrible idea. Define yourself by what you do in-game. Not by some boxes you tick. --WanYao 18:11, 10 July 2009 (BST)

How does this benefit the game?--Pesatyel 10:04, 6 July 2009 (BST)

Be more interesting than the number of Christmas trees anyway.-- | T | BALLS! | 12:37 6 July 2009

It's the murder rate. It's actually a decent idea, and yeah more interesting that Xmas Trees, gawd. PKers should LOVE this idea... and it should encourage them to ply their trade all the more. Come on... this idea is win-win --WanYao 18:08, 10 July 2009 (BST)


Suggestions up for voting

Groan Identification

This suggestion is now up for voting. Its discussion has been moved to its talk page.--

| T | BALLS! | 09:33 13 July 2009(BST)

Place on Altar

This suggestion is now up for voting. Its discussion has been moved to its talk page. --Blake Firedancer T E RNL? P.I.S.I.T. 09:49, 8 July 2009 (BST)