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

Pipe Bombs

Timestamp: Devorac 07:44, 29 July 2009 (BST)
Type: New Weapon
Scope: Survivors, Siege War
Description: Alright, there has without a doubt been some sort of explosive suggested for malton before, they failed for a number of reasons. First: the famous multiply by a billion rule kicks God AOE weapons right out. Second: Sheer overpower, if you can manufacture a grenade for 3 AP then throw it and 25 Damage on a hit, and 15 an a miss to a zombie things will get bad for zombies, and unbalance the game horrifically. Last but not least, they give survivors a weapon that zombies have no effective counter measure, or equivalent attack.

However what I propose should hopefully take the first and second reasons into consideration, as well as balancing the weapon so that the last is not so much of an issue. I give you, the pipe bomb!

Base Damage: 10 on a "hit" to the zombie it was thrown at, and 5 damage to 5 other zombies (or survivors depending on who you throw it at). on a "Miss" it will deal 5 damage to the target zombie (or survivor) and deal 3 damage to 3 other zombies (or survivors).

Encumberance: 10% of total (see below for reason) Base accuracy: 10% to get a direct "hit" on the target. Upgraded to hit: None for now, although I might ask that body building give a slight boost in my revised version. Special Abilities: It does damage even on a miss roll. (see above)

By now your probably thinking something along the lines of, "man I'm hungry", or perhaps you are thinking that you are thirsty but I don't care about that right now. As you can see the above solves the problem of the multiply by a billion rule by adding a max number of affected targets as well as keeping the damage down to a moderate level. What it does not solve is the fact that it will always hurt something, and if you could spam these out a single survivor could conceivably kill 50 zombies in a single turn. (as long as they were all together.) So instead of having pipe bombs being found in certain buildings, pipe bombs should be made.

Requisite materials for pipe bomb Construction: 1 metal Pipe, 5 shotgun shells, cellphone, toolbox (not consumed by process), construction skill. As you can see the ap cost for gathering the materials is quite high, above 20 AP to gather the ingredients together (that's using a mall to get the phone and the shells) plus another AP to throw the thing, by then you've earned it. However to prevent people from just sitting around making these and going nuts with them it should be given a relatively high encumbrance 10-15% not so much reflecting its weight as the care it has to be treated with.

Will it still be balanced? Yes I think so, at roughly 20+ AP to gather the materials + its encumbrance I think it would be a slightly underpowered weapon. Hey but you just said it would be balanced! It will! I predict that the Pipe bomb will become a favorite of PKers, and griefers who will be drawn to the hit and run tactics of the thing (that and the potential massacre). While this may not seem like a good thing it balances the weapon by letting it run just as hot against survivors who make them!

If their is anything that I have not addressed or problems that you have, please let me know. I think this will work, and with a bit of feedback I'm sure my wide eyed optimism will be thwarted, but I'll still keep plugging along. So help me here, see what I can't and show me the stupid stuff so I can fix it.

Discussion (Pipe Bombs)

No area-of-effect attacks. --Bob Boberton TF / DW Littlemudkipsig.gif 07:48, 29 July 2009 (BST)

Is that a hard and fast law, or just because its never been done before? By the way how do I get this to look normal? (first suggestion) -Devorac 07:53, 29 July 2009 (BST)
Use colons to get it to indent properly. And it is a hard and fast law, and it's never been done before, because it's ridiculously overpowered. --Bob Boberton TF / DW Littlemudkipsig.gif 07:55, 29 July 2009 (BST)
Laws can be bent, after all this AOE does a MAX of 35 Damage and that is over all targets it could possibly effect, on a perfect roll. It is 90% likely to do only 14 damage total! That and it costs more than 20 AP to make, if anything it's underpowered. -Devorac 08:02, 29 July 2009 (BST)
Only 14 damage... as a guaranteed minimum? lolno. BTW, it has been thought of before -- boxy talkteh rulz 09:47 29 July 2009 (BST)

UrbanDead App

Timestamp: ChiTownBear 01:48, 29 July 2009 (BST)
Type: Expansion
Scope: iphone and ipod touch users
Description: An Urban Dead application for the iphone and ipod touch. It would be laid out to suite the ipod/iphone screens. Also, it would alert you on your ipod/iphone if you're being attacked, your DNA is being extracted, or if someone talks. In order to make the alerts fair, the app would cost five dollars. That would make the alerts a perk for paying. Alerts are very believable because they would only come in response to stimuli that would grab our attention if we were really in that situation. At first glance the alerts might seem like a huge advantage, but they're not. The person with the app would have to be using their ipod/iphone while the alert comes for it to be helpful. For example, an attacker will use up all of his/her action points attacking within one or two minutes. That means that in order for the app user to escape the attack before he/she died, he/she would have to be using their ipod and be able to respond immediately. This would make the game a lot more fun for survivors because it isn't any fun to log on dead, with your building destroyed, having no idea what the fuck happened, and spending the next day finding a revive point. This would also make it funner for zombies because if someone extracted their DNA or revived them without consent, they could open the app and kick their ass.

Discussion (UrbanDead App)

Err, this is more of an axillary suggestion than a game-change; these don't go here, do they? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:54, 29 July 2009 (BST)

Alerts are unfair. Trying to justify it with a price tag - and you forgot to include iPhones in that price tag - is bullcrap. --Bob Boberton TF / DW Littlemudkipsig.gif 02:03, 29 July 2009 (BST)

Besides, just how much of an addict are you that you have to GET alerts? I know players that some of the fun is discovering if they can survive the 24 hours between when they are full AP and can play again.--Pesatyel 02:53, 29 July 2009 (BST)

whoa, dont get bent out of shape just bc this will mean there will be a chance of a two sided fight once in a while. And by the way, it is fair. If when someone donates 5 dollars he/she gets unlimited server access, how come paying five dollars can't get you a heads up on when you should log on? Urban Dead is a good game, it will be very successful as an app, but it could be a lot better with at least a chance of a two sided fight. As for this being an auxillary suggestion I dont know. I dont know my way around urbandead's wiki, but it said suggestions go here so here it is.ChiTownBear 04:57, 29 July 2009 (BST)

"... it is fair." Nope. "...when someone donates 5 dollars he/she gets unlimited server access..." Nope. Also, UD doesn't handle live fighting well - if you either party starts losing and can run away, they're probably going to do so... and it's nearly impossible to follow someone, especially with free-running. --Bob Boberton TF / DW Littlemudkipsig.gif 06:50, 29 July 2009 (BST)

A huge nerf for zombie kind. Zombies are at an extreme disadvantage when faced with a "live fight". Survivors just have to free run away to be totally invulnerable to a lone zombie, or even anything but a mega-horde. If you get an alert on the first attack, you can move well before any poor zombie has had a chance to gain XP -- boxy talkteh rulz 07:07 29 July 2009 (BST)

Not everyone has access to an iphone, et al.--Pesatyel 07:13, 29 July 2009 (BST)

"'...when someone donates 5 dollars he/she gets unlimited server access...' Nope.." im pretty sure they do, see: http://urbandead.com/faq.html#limit Ok, u guys have 2 pick a side. either too many people will abuse the alerts by never taking their eyes off their ipodtouch/iphone or not enough people have ipod touches/iphones to make the alerts fair. For the former, id have 2 say that someone with free running seeing the alert and running away before he gets killed is definitely a possibility. But that doesn't mean its bad because 1) not all players are going to have the app 2) not all players with the app will see the alert (the alert wouldnt have audio) in time to stop anything and 3) it will actually promote players playing WITH eachother instead of playing with eachothers' idle characters. And it is definitely not unfair for zombies because theyll be able to detect if a scientist is working on them. For instance, I like the scientist class and I always love to find a pack of 10 zombies (Naturally with all the players logged off) and extract/revive as many as i can. There was no risk at all, but with the app there would be a chance of one of them logging on. This helps balance things by not making scientists the best class, not to mention practically invincible. As for the latter objection, THAT IS WHY I SUGGEST HAVING TO PAY FOR IT. See http://urbandead.com/faq.html#limit for a parallel to this apparently very difficult concept.----ChiTownBear 09:34, 29 July 2009 (BST)

ChiTownBear said:
Ok, u guys have 2 pick a side. either too many people will abuse the alerts by never taking their eyes off their ipodtouch/iphone or not enough people have ipod touches/iphones to make the alerts fair.

It's not that too many will do it, it's that those that do will be pretty much invulnerable. It's too much of an advantage for any single survivor character to have, and if a decent sized survivor group uses this, along with the meta-game... well I shudder at the thought -- boxy talkteh rulz 09:53 29 July 2009 (BST)

(At ChiTownBear) I've donated for a character, there's still an IP limit: see Hit_limit. You're still being incredibly biased towards iPhones (let me guess, you have one). "Definitely not unfair for zombies..." Did you miss boxy's point that a survivor can do this thing called free-run away into an EHB building next door? Basically, donating means "play more," not "have a huge advantage over other players." --Bob Boberton TF / DW Littlemudkipsig.gif 16:03, 29 July 2009 (BST)
Now now, let's not forget cgi?rise. The alerts would benefit zombies holding open a breach in a malls defenses. - User:Whitehouse 16:04, 29 July 2009 (BST)

Survivor Bite Change

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

Discussion (Survivor Bite Change)

Survivors can't bite. Simple as that. User:Sorakairi /sig 22:55, 28 July 2009 (BST)

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

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

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

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

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

Art as weapons

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

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

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

Discussion (Art as weapons)

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

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

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

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

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

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


Nerf Mobiles

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

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

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

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

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

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

Fire away.

Discussion (Nerf Mobiles)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Groan Improvements

Timestamp: Sorakairi 23:04, 23 July 2009 (BST)
Type: Improvement
Scope: Zombies
Description: My latest Groan Identification is now Groan Improvements. Firstly, you can identify Contact-Listed Groans as a Zombie. When you hear a Groan from the Groaner, you will get the message 'You hear (type of groan), which you recognise as (Groaning Zombie).' You can only identify one groan at a time, because of your decayed state, so if you hear another Contact-Listed Zombie groan, you will get a 'You heard several recognisable groans.' Secondly, you can now choose your type of groan. The Groans you can choose from are: Normal, Blood-Curdling, Mumbling, Sad and Happy. They still have a volume depending on how many survivors are there, (insert volume info here), just a different way of groaning, perhaps used a message sytem between Zombies attacking areas.

Discussion (Groan Improvements)

The first bit would get you nice and shiny dupe votes, and the second bit is flavor that... probably wouldn't see a whole lot of use and cause more confusion than help. --Bob Boberton TF / DW 23:28, 23 July 2009 (BST)

Firstly, the first part is a dupe of a suggestion I'm pretty sure was open only a week ago... The second part isn't so bad but I think it undermines the purpose of groaning (to allow zombies to find easier food) with flavour that, in the end, will mean the same thing: zombie sees survivor(s) and is alerting others around. It doesn't really need to be anything more than that. --ϑϑℜ 09:58, 26 July 2009 (BST)

Thats because I made it... Sorakairi 04:18, 27 July 2009 (BST)
I see. That doesn't make it any less of a dupe, though, you are just resubmitting your suggestion with an addition which, personally, I wouldn't vote for by itself, or with the prefix added on. --ϑϑ 04:16, 28 July 2009 (BST)

Scent Chemicals

Timestamp: Sorakairi 23:04, 23 July 2009 (BST)
Type: Skill
Scope: Zombies
Description: Scent Chemicals is a new addition to the Scent tree, obviously. It is a sub-skill of Scent Trail, allowing you to follow the Scent of a Survivor recently revived or FAKked in the same block as you, not just one who has done something to you. You would get a message in your news saying 'Survivor X has a strange scent on them (4N 2E First Aid Kit/Syringe).'

Discussion (Scent Chemicals)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: 31 July 2009 at 00:41 (BST)

What does this suggestion actually accomplish, though? It's not as if there's a raging demand in the zombie community to know where the person who revived or scanned someone else has moved to, and it would make attempting to scan a zombie in a large horde virtual suicide unless the scanner was prepared to run quite a ways. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:10, 23 July 2009 (BST)

obviously? Also, unneeded. Wouldn't be used by anyone. --RahrahCome join the #party!23:26, 23 July 2009 (BST)

So if I am reading this correctly, when survivor A is healed/revived by survivor B, you can follow survivor A. First of all, how often is a survivor healed in front of a zombie? Also, this, unlike scent trail, is activated by someone else, so you would have no control over whether or not this would be in effect on your character. This is especially true if you are revived, in which case you have just lost 10 AP and are probably infected and then, on top of that, you have to escape the zombie hoard that surrounds you, many of whom can track you. Which leads to the next question, how far is this effect's range? You might want to limit its effect to the survivor that used the FAK/syringe (in the above example, survivor B).--Uberursa 00:41, 24 July 2009 (BST)


New Strain Needle

Timestamp: Sorakairi 23:04, 23 July 2009 (BST)
Type: Item
Scope: Humans And Zombies
Description: Scientists, realising that the older zombies have entered a later state of decay, have formulated a new Revivication Syringe, known as a New Strain Syringe, to cure it. This new syringe can do what no other can: Revive a Brain-Rotted Zombie.Scientists, realising that the older zombies have entered a later state of decay, have formulated a new Revivication Syringe, known as a New Strain Syringe, to cure it. This new syringe can do what no other can: Revive a Brain-Rotted Zombie. Fortunately for the Rotters, these syringes are extremely difficult to make, requiring a powered Necrotech, and 30AP. Even then the New Strain is not entirely secured, as there is a 25% chance that you will fail at making the New Strain, resulting in a spent 30AP and a normal Syringe. The New Strain cannot be found. If you succeed at making a New Strain Syringe, you will get a message 'After much time and effort, you have created a New Vaccine for the Zombie Virus.' If you fail you recieve the message telling you 'All your time and effort has gone to waste, as you have only managed to recreate a normal Syringe.' Even though some of you will say 'You are an idiot. This totally nerfs Brain Rot,' it doesn't. At least not to me. After all, you will most likely go AP negative trying to create one of these, and the Zombies will target Necrotechs more because the lights on in there could mean people trying to create the New Syringe.

Discussion (New Strain Needle)

"Even though some of you will say 'You are an idiot. This totally nerfs Brain Rot,' it doesn't. At least not to me."
Hint: It does. Not only that, but this is 100% abusable by zergs. --Bob Boberton TF / DW 23:13, 23 July 2009 (BST)

I'm not a raving fan of brain rot per se, but I can tell you that this definitely nerfs it. For just 10 extra AP, you're giving a syringe maker the power to revive a rotter from any location; multiply it times a billion and you'd have whole masses of scientists just sitting indoors, collecting rot needles, and then going on reviving sprees. Furthermore, if this doesn't nerf rot, then it has no point; since it certainly doesn't buff rot, it's either a nerf or useless. Sorry mate, them's the breaks. Also, >.< Edit Conflicts! Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:17, 23 July 2009 (BST)
"It can do what no other syringe can do: revive a brain rotted zombie" = Not a Brain Rot Nerf. Hmmm... It doesn't quite piece together to me. --RahrahCome join the #party!23:24, 23 July 2009 (BST)

Change this so the 'failed' syringes still appear to be the improved variant and I might be tempted to vote keep... but only if its use required a successful scan on the target rotter 1st. I would expect a chance for normal syringes to fail against rotters inside powered NT's as a quid pro quo type deal though. --Honestmistake 00:21, 24 July 2009 (BST)

But what do you really get out of it in the end? Either you're nerfing rot, which screws with other people's skills, or you're having no net effect, which is pointless. This fills no gaping gameplay hole, and has no constructive end result. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:27, 24 July 2009 (BST)
While I agree with Honestmistake, there is only one place I can see this coming into effect: getting rid a rotter clogging up a revive point (which I don't mind at all). Of course, it is only a temporary fix, because they can just commit suicide and get back in line. Other than that, the cost of making one of these really stops it from being a full on rot nerf, just through sheer amount of AP necessary to make and use one (120 AP on average to make one+ 10 AP to use=130 AP to revive rotter without chance to fail on-site) and if the changes that Honestmistake suggested are put into effect add the AP necessary to successfully scan the rotter (which is in my limited experience about 3AP). If anything, it will be underpowered to the point of uselessness. My suggestion would be to change it to 50% success rate and don't tell whether or not it is really the right syringe(60 AP to make+20 AP to use both the new one and the failed attempt+6 AP to scan the rotter(s)= 86 AP, with 25% chance to fail on-site). --Uberursa 01:03, 24 July 2009 (BST)
Just butting in to point out that it says 25% chance that you fail to make the improved syringe Not 25% chance that you succeed. --Honestmistake 09:11, 24 July 2009 (BST)
But at the end of the day, what's the point? Before we try to lower the number of reasons why we shouldn't do something, we should first find at least one why we should. Either a rot nerf or useless overcomplication, that still stands. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:06, 24 July 2009 (BST)
I can think of a few points if my additions were made part of it... the 25% chance that your improved syringe is actually just a normal one means you could well be wasting about 45AP for no good reason... thats actually a buff for rot should people make a habit of using these to clear revive lines. On the other hand this would give survivors an instant (if not certain) way to clear Rotters from any where they need to... the uses in taking back malls, forts etc is pretty obvious here which is why I also say it should be further balanced by a percentage chance for rotters to have developed enough resistance to normal syringes that even powered NT revives are not certain.--Honestmistake 09:19, 24 July 2009 (BST)

You are an idiot, this totally nerfs brain rot -- boxy talkteh rulz 15:45 24 July 2009 (BST)

I think a lot of people forget that it's easier to die than live. To live, somebody must revive you. To die, you simply have to jump out of a building. For that one specific reason, the dead will never be overcome by the living - the dead can always go right back to being dead. So, in my mind, this is not a nerf. That being said, however, I would propose that the New Strain Needle be very hard to make, and so I would only support it under your manufacture specs. Anyone who doesn't like it could, of course, just go die. -George Zip ◆◆◆ 02:47, 25 July 2009 (BST)

Look, I don't care how easy it may, or may not be to die if revived. The fact remains that the only reason that anyone buys brain rot is so that you can't be revived, unless you are in a very specific building (the powered necrotech building). This suggestion (and all others like it) removes the only reason all those brain rotted zombies bought the skill. Fuck that -- boxy talkteh rulz 09:32 26 July 2009 (BST)
In the end, then, you and I essentially agree about the effect but don't agree about the validity of the outcome. I think the rotters should have a reason to be afraid again - and you don't. Fair enough. -George Zip ◆◆◆ 04:00, 28 July 2009 (BST)

Okay... So you want it to have a 50% chance to make a Rotter reviving tool that you won't know you've got till you use, as well as a chance that Rotters aren't always revived in Powered Necrotechs? Sorakairi 04:29, 27 July 2009 (BST)

Thats the only way I can see that this could be made even vaguely fair. Survivors would be paying about 45 AP to get a % chance of reviving a rotter while whatever the fail chance was would still carry that pretty steep cost for no benefit. --Honestmistake 00:04, 29 July 2009 (BST)

Road Flares

Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST)
Type: Item
Scope: All unpowered buildings
Description: Location: Auto Repair Shop (6% with lights;4% without lights; 1% in ruins) Fire Stations (5% with lights; 2.5% without lights; 1% in ruins), Mall Hardware Stores (6% with lights; 4% without lights; 1% in ruins),Police Departments (10% with lights; 5% without lights; 1% in ruins)

Can be used to make it appear as if a building is lit on the mini map. This does not include when a survivor uses binoculars (the magnified vision allows them to see that it is not actually lit). These are LED flare lights, and thus do not have flames or fumes as a traditional road flare would.

When standing outside the building the message There is a light flickering from inside the windows appears in the building description, when inside, the message There are road flares in the windows. If there is a generator in the building, the building's external description will ignore the flares as long as the generator is running. The internal description will indicate both the flares and the generator.

They can also be lit and dropped on streets and outside buildings with the message There are lit road flares here. The flares will not be visible on the mini map when placed on the street, as they are hidden by low-lying debris.

If someone lights a flare, the message XXX placed a flare behind the windows or XXX placed flares on the street appears (depending on the situation).

The flare lasts 48 hours once lit. They can be taken down and subsequently destroyed or disabled (removing batteries, smashing, etc.). NO OTHER EFFECTS. The interior of the building will remain the same as if it were not lit, except for the message that there are flares in the windows. A flare on the street can also be destroyed/disabled. Destroying flares provides 0 XP to survivors and 1 XP to zombies.

Discussion (Road Flares)

I'm not entirely clear on the search system in UD, and the wiki was little help due to the amounts of conflicting/out-of-date/generally confusing information (and the fact that I'm lazy), but I felt the above ones were fairly reasonable. Any help from someone with a clearer understanding of that system would be appreciated. I just feel that it needs to be said one more time, in bold lettering, to ensure no confusion exist about the fact that this will not improve search rates or hit rates in any way --Uberursa 21:48, 21 July 2009 (BST)

I'm not big on misrepresentation or decoys, especially when they can't be removed for a fixed period of time. --Bob Boberton TF / DW 22:12, 21 July 2009 (BST)

I could change it so that someone could destroy it with a weapon, or just throw it in the street next to them.--Uberursa 04:20, 22 July 2009 (BST)
Also, who would want to do this. The only time I can see lights coming in to play are when zombies are looking for targets, and no survivor (the only person who can use this) would want to make their building a target. The other situation is for suburb reports, which this would mess with. Messing with suburb reports for newbies is not good.--Yonnua Koponen Talk ! Contribs 22:17, 21 July 2009 (BST)
As far as who would want to, a lone survivor in a ruined suburb could use it to make a decoy, on the flip side, the moment the zombies in the area realized it was a decoy (due to the description) they would search the surrounding ruins for a survivor. The fixed period of time is relatively short (in Malton terms, assuming a player logs in once a day on average) so they couldn't have gotten too far, depending on how long the building was ruined and to what point it is 'caded. It could be changed so that binoculars could see them as flares, thus the status reporter helicopter could see that they were flares.--Uberursa 04:20, 22 July 2009 (BST)
I'd consider rethinking this item as a weapon. Road flares look nothing like either incandescent or fluorescent light, and nobody ever uses them inside (they put off chemical smoke). Also, they only last for 30 minutes to an hour. No, I'd suggest you consider their possibilities in a more active role - perhaps a dangerous weapon that only works for a brief period of time. -George Zip ◆◆◆ 01:11, 22 July 2009 (BST)
No one can see in or out of a building (for whatever reason), so saying that it could be mistaken for a light at a distance isn't too much of a stretch. I got nothing for fumes aside from "it is the zombie apocalypse, not real life" (bad excuse), or one could use their imagination (like with free running). As for a weapon, it could be essentially a melee flare gun. Any thoughts on that? --Uberursa 04:20, 22 July 2009 (BST)
You don't need to use your imagination with free running. It's a real thing.--Yonnua Koponen Talk ! Contribs 11:01, 22 July 2009 (BST)
Good luck.--Agunin_Anoven 04:25, 22 July 2009 (BST)

Don't make it a weapon... it will get shot down :) As for a light source, it might work if you drop its duration down to 24 hours and call it a chemical light. Those things can glow for hours and produce no smoke. They are pretty light and increasingly common. --Honestmistake 10:08, 22 July 2009 (BST)

You're probably right as far as a weapon goes, it would just be another flare gun. It could be changed into a LED light signal, those things are pretty bright and could last longer than a standard road flare. Not to mention it wouldn't present the whole "toxic fumes" problem that was brought up by CaptainVideo. If I did change it to 24 hours, there would be a good chance that no one would see it, and by the time this is finalized, they will be able to be removed. In fact I'll just do that right now. --Uberursa 21:31, 22 July 2009 (BST)
As per your changes, what does this even do? I see nothing, other than the pointless building decoy method you previously mentioned, which no smart survivor woudl do. All I see that this would do, in a very rare situation, is a PKer/ Death cultist putting one in a ruin that survivors are hiding in to alert zombies.--Yonnua Koponen Talk ! Contribs 11:10, 23 July 2009 (BST)
Actually I think a lot of survivors would use these in an attempt to decoy zombies so my main concern would be wasting zombie AP... on the whole though I think there use as "bread crumbs" to lead zombies to easy targets would balance it out. --Honestmistake 14:24, 23 July 2009 (BST)
The "bread crumb" use was part of the whole point of this. Yes, a death cultist could use them to alert zombies to a survivor presence, or they could be used as a signal that a building was taken and needs a genny, or could be used to draw zombies from a more important target. They could be used to make a zombie player think that no one was in the building at all and check the surrounding ruins for a survivor that is not there. This would especially play a role in a siege environment so that survivors could draw in zombies and slow them from reaching the core of a 'burb, but the zombies would be pounding at their doors, and they would have the no access to the advantages of a genny. The uses of the item are endless, however it is not imbalanced in one direction or the other, because it simply alerts those outside that there is a flare in the window, and zombie players could figure out that it is a decoy, turning their attention pointedly away from it and towards other targets. It lights up a building without the need for 30% encumbrance, but that comes at the price of having all the attention of a genny, without the light granted by it.--Uberursa 21:36, 23 July 2009 (BST)
No, it's uses aren't endless. It can be used as a decoy, that's it. Rather ineffectively too. If you want a cheap decoy, give a building a quick 2ap repair, and zombies will flock to it. As I'm presently repairing a ruined suburb with my main account, I can tell you that i would never use this.--Yonnua Koponen Talk ! Contribs 21:59, 23 July 2009 (BST)
Plenty of players never use the radio and consider it nothing but useless span. A lot of folk ignore flares and groans as pointless. Many, many players never bother with clothing (or indeed descriptions... the lazy fucks!) However just because a lot of players wouldn't find use in this (or any of those others) does not make them useless. I would use these, I would use em even more if they were colored but thats a different matter, and I suspect may others would use em too. Question really is; would you vote kill or even spam just because you wouldn't use em? --Honestmistake 23:05, 23 July 2009 (BST)
in all of the cases you gave, the Majority DO use them. This suggestion would be used by a minority, and only by one side. It would annoy both sides, and survivors currently have a perfectly acceptable technique for setting decoys in a ruined area. If the area was ruined, you wouldn't be able to find these to use them. --Yonnua Koponen Talk ! Contribs 22:06, 24 July 2009 (BST)
First of all, in a ruined suburb you can't find toolboxes, but you still use them, you can't find FAK's in a ruined suburb, but you still use them (I think you get the point). ANY item will only be used by survivors, that's is one of the advantages to being alive in UD, you can use items. It is simply attracting more attention to a building, because there is a shade of difference between ruined and repaired buildings. A lit building will stand out better, and will attract attention even in a suburb that is not necessarily ruined. Yes, there is a current way to set a decoy. This is a different way to set a decoy, and this decoy can stand out in more than just ruined suburbs. Also, try to not make claims based only on your personal opinion. I will not say that it will be used by a majority of people in UD, I have no basis for that, but I would ask that you do not start making sweeping generalizations over its use when the item is not even in the game and six people, including the author, have even posted a comment on it.--Uberursa 05:53, 26 July 2009 (BST)
A minority is less than half. So, unless survivors and zombies use it, it's used by a minority. And this would do NOTHING in a ruined suburb. At present, lit ruined buildings don't show up. So, in a ruined suburb, this would be useless. And honestly, what survivor would set a decoy in a non-ruined suburb?--Yonnua Koponen Talk ! Contribs 14:31, 26 July 2009 (BST)
Groups that do not use meta game maps. Survivor X says to survivors Y & Z that he is going south to start ruin repairs and will m,ark his targets with these. They can then follow when next they log on and will have a much greater chance of spotting where he is and thus keeping an eye (and FAK's) on him while he wakes up.
Likewise a scout marks his path with these so that his group can follow or a group use these to mark their territory or to show zeds that they have invaded theirs. There are lots of uses for this, all of them are pretty marginal but they are still uses. --Honestmistake 17:55, 26 July 2009 (BST)
Thanks for not listening to me about ruined buildings being unaffected by these. I really wanted to repeat myself. Also, thank so much for forgetting that some buildings around an unruined area will actually have generators already, completely destroying the other uses you just mentioned. Absolutely lovely work there, because I really enjoy pointing out the insane obviousness of this situation.--Yonnua Koponen Talk ! Contribs 22:32, 26 July 2009 (BST)
You are not pointing out the obvious, you are making stuff up. Why would ruined buildings not be effected by these? The suggestion makes no mention of them being invisible in ruins which leads me to believe they can be seen and hence have a use... You are grasping at straws to justify your opinion that they are useless when I have clearly stated several (admittedly marginal) uses for them. I can think of several others but you still just say they will not work without any clear reason why? --Honestmistake 00:11, 29 July 2009 (BST)
Because you can't see if a ruined building is lit from the street, you idiot.--Yonnua Koponen Talk ! Contribs 11:14, 29 July 2009 (BST)

Over encumbered

Timestamp: Kakashi on crack 21:26, 20 July 2009 (BST)
Type: game mechs
Scope: survivors (and zombies... kinda sorta)
Description: Pack Rats have been seen in buildings recently carrying too many things to even move, these have become easy prey to the phycotic maniacs and thieves throughout Malton...

basically, Survivors who complain (rarely) about the encumberence levels can go above 100% items at some setbacks...

1. if they are above 100% they cannot move, this will leave them vulnerable to attacks...

2. if they are above 100% they get a reduced accuracy of 20% due to the heavy weight of all the items carried and the fact that they constantly get in their way hampering with their vision

3. if the survivor reaches 200% encumberence, they will start to loose 5 HP for every 10 AP spent

4. if the survivor reaches 300% encumberence, they are crushed by the sheer weight of the items and will die, losing everything they are carrying

5. A survivor who goes to search a building while they are over-encumbered has a 30% chance of having a random item stolen from their posestion (not really but it will disapear) (if this happens they will be informed that something seems to be missing when they search)

6. if a survivor becomes a zombie while encumbered, the weight of the items will slowly wittle away at their poorly supported structure (1 hp per AP spent) until they basically collapse (die) at which point they will lose all items weighing more then 5% encumberence

Discussion (Over encumbered)

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It will be removed on: 29 July 2009 at 15:56 (BST)

Honestly?--Yonnua Koponen Talk ! Contribs 22:19, 20 July 2009 (BST)

Alright then, you asked for it. 300%? You do realise that 100% means "Complete", "Maximum", etc. You can't have more than 100%. It's illogical. Then, there's the matter of everything about this idea being completely insane.--Yonnua Koponen Talk ! Contribs 22:19, 20 July 2009 (BST)
Depends on how you want to define 100%. It could mean the maximum weight someone can carry comfortably without penalty. Or it could very well mean the maximum any one person can carry. Having said that, no I don't think we need Survivors being able to carry 300%, so I'd have to vote kill on this. Maybe if the author worked up a penalty system that worked within 100%. But Survivors would shit a cow over that so...probably dead in the water.-- | T | BALLS! | 22:41 20 July 2009(BST)
what the fuck is going on here?--Agunin_Anoven 23:15, 20 July 2009 (BST)

You're still on crack. --Bob Boberton TF / DW 23:33, 20 July 2009 (BST)

Still on crack, but that won't stop me from writeing a sugestion a day to keep the moderators away XD (of course I haven't got anything big planned, heh, maybe I should put project T.O.G. in here for the hell of it to see how everyone reacts XD --Kakashi on crack 06:45, 21 July 2009 (BST)

This idea sucks big time, go kill yourself.--Agunin_Anoven 07:51, 21 July 2009 (BST)

^ He's just hating cus I forgot to post a siggy and he won't let it go XD --Crazy Hobo Man 08:29, 21 July 2009 (BST)

Keep your dumb ideas off the wiki, this suggestion sucks so much ass. Not only are you on crack, but your fucking dumb. Take your computer and throw it out the window, PLEASE.--Agunin_Anoven 22:57, 21 July 2009 (BST)
There's no need to be insulting just because you don't like the suggestion. You're so badly overreacting that you just make yourself look like an idiot.--The General T Sys U! P! F! 14:15, 23 July 2009 (BST)

Ignoring the fact that we can't currently find anything once we reach 100% encumbrance, this suggestion seems contradictory in part. If you have a 30% chance of loosing an item once you reach 100% you are very unlikely to ever reach 300%. Stuff would be getting "stolen" as quick as you'd find it -- boxy talkteh rulz 22:24 21 July 2009 (BST)

According to this page, the average search rate is 20%. That means that with each search over 100%, there's a 20% chance of an item being gained, and a 30% chance of an item being lost. Over, that means that you are 1.5 times more likely to lose an item than you are to gain one.--Yonnua Koponen Talk ! Contribs 22:51, 21 July 2009 (BST)
However, in a powered mall with bargain hunting, the average becomes 50%. This means that you are 1.6 times more likely to find something than to lose something. Therefore, every 2 search would give you an item, whereas every 3(.33) would make you lose one. (For ease, we'll say that for every 10 turns, you lose 3 items, and every 10 turns, you gain 5). This means that in one 50AP day, you could gain 10 items. The average encumbrance is probably about 4%, so that would mean +40% in one day. From 100%, you could achieve 300% (and thus death) in 5 days.--Yonnua Koponen Talk ! Contribs 22:58, 21 July 2009 (BST)
That search odds page is woefully out of date. Regardless, given the nerfs that he kicks in at 100%, it's very unlikely anyone would sit there searching, unless they were trying to die. It's a needlessly complicated suggestion, that could achieve it's goal with one nerf... but given that we already can't find anything once we reach the 100% limit, it's all a bit pointless, really -- boxy talkteh rulz 15:56 24 July 2009 (BST)
Apart from the fact that if your encumerence is over 100% you can't pick anything else up. Which seems to be a major flaw with this suggestion. --RosslessnessWant a Location Image? 09:47, 22 July 2009 (BST)
I would assume that he's suggesting butchering that.--Yonnua Koponen Talk ! Contribs 19:03, 22 July 2009 (BST)

Leave Other People's Inventory Alone. This doesn't make the game more fun, no one would use it and it would just be a pain in the arse for survivors.--The General T Sys U! P! F! 14:12, 23 July 2009 (BST)


Item Giving

time: --Catachan 15:04, 19 July 2009 (BST)

name: [user: Catachan]

type: Player-to-Player interactions

scope: survivors

description:-- As the title suggests, players may give items they do not require to another person that can use the item. For example, a person who gets a toolbox and does not have construction may give a person with the construction skill his toolbox. It may also work if the player does not wish to have an item he can use, such as a weapon.

Doesn't really need a huge explanation, due to the fact the title pretty much gives you all you need to know.

Discussion (Item Giving)

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This suggestion has no active discussion.

It will be removed on: 29 July 2009 at 21:21 (BST)

This is a massive dupe. --ϑϑℜ 15:08, 19 July 2009 (BST)

As DDR. Sorry but mechanics for moving items in between characters have been suggested many many times before. --Cyberbob 15:12, 19 July 2009 (BST)

This could work really well.--xoxo 15:17, 19 July 2009 (BST)

lollllllll --Cyberbob 15:17, 19 July 2009 (BST)

This is going to face the usual opposition: abusable by zergs. - User:Whitehouse 15:20, 19 July 2009 (BST)

Giving is bad, m'kay -- boxy talkteh rulz 15:27 19 July 2009 (BST)

The problem is that this is easily abuseable (as pointed out above). Higher level characters can search, more easily, for the "good stuff" (syringes, faks, guns and ammo) to hand off to the player's lower level alts.--Pesatyel 19:38, 19 July 2009 (BST)

Why the fuck do you suggest this?--Agunin_Anoven 23:16, 20 July 2009 (BST)

Agunin, this is called a SUGGESTION page. It's for suggesting ideas. Now, I'm sorry this is a problem suggestion, but for christ's sakes, keep it nice in the future (aimed at Agunin_Anoven. Everyone else is alright).--Catachan 23:40, 20 July 2009 (BST)

To be honest i think this is the nicest i've ever seen such an dupity/bad suggestion get rejected. So be thankful! --xoxo 07:29, 21 July 2009 (BST)
Was AliM really needed? ;) --RahrahCome join the #party!21:21, 22 July 2009 (BST)

Suggestions up for voting

Infected Blood

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