Suggestions/31th-Mar-2006

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Valid Votes

  • Keep, for Suggestions that you believe have merit.
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Suggestions can be removed with Spam votes as described below in the Removing Suggestions section. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
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Dupe votes can be used to remove suggestions as described below. Dupe votes will not be counted when votes are tallied.

Invalid Votes

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

Comments

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All Caps

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

VOTING EXAMPLES

Keep Votes

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

Kill Votes

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

Spam/Dupe Votes

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



Removing Suggestions

Suggestions can be removed for two reasons:

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

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

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

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

  • Duplicate - If the removed Suggestion is a duplicate, you must:
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  • Spaminated - If the removed Suggestion has become eligible for Spamination, you must:
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    6. Be Polite and make no additional comments.

It is your responsibility to be a mature editor.


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Some Things That Could Be Included In The Contact List Upgrade

Timestamp: 04:01, 31 March 2006 (BST)
Type: Skill, balance change, improvement, etc
Scope: Who or what it applies to
Description: The UD news item from when the contact list was introduced says the following:

"Everyone now has a Contacts List that they can add other characters to; it's very skeletal at the moment, but will blossom out into reciprocal listing, attitude-flagging, mobile phoning, linked-GPS feedback and all sorts of things, in the future."

Obviously programming an improved contact list is a hefty undertaking and we shouldn't expect Kevan to write it soon if ever. However it seems likely that you will be able to flag people as friend or foe eventually and see their coordinates if you both have GPS units. Since I figure the best time to make suggestions is while its still a work in progress here are some ideas that could potentially be included:

  1. This is from another suggestion of mine but I'll include it here as well. Upon entering a room allow mutual allies to find each other easily. In a room with your allies you will see in the room description: "You recognize allies here [list names]". List names would bring up the names of just your allies. If you click on the [list names] link for the general population it'll replace the list of allies with the list of all survivors present.
  2. Automatically preventing people from reviving enemy-flagged zombies. Characters would obviously not revive people they recognize as foes, if they are next in the queue to be revived you should either skip them or if nobody else is there get a message "You will not revive an enemy".
  3. Next to the text box for talking and death rattling include a drop-down menu with two options, "Everyone" and "Contacts". Selecting Contacts would deliver your message to up to 50 of your ally-flagged contacts. Only allies would receive the message. "Everyone" is the default way of talking that delivers your message to the first 50 people present.
  4. After a zombie utters a feeding groan allow zombies that hear it who are mutual allies to see the groaning undead's name. Instead of "You heard a groan..." the player would see "Zombieman groaned..."

I think these ideas will help make the contact list a far more functional and useful part of the game whether one of them or all of them was implemented.

Votes

  1. Keep Author vote. Just putting some ideas out there. Kevan might be too busy to implement any of them even if he does have time for the contact list upgrades he's already talked about but hey, it's just a suggestion. --Jon Pyre 04:01, 31 March 2006 (BST)
  2. Kill - I really like the idea of flagging contacts as "friend or foe". It's kind of frustrating to have people I flagged because they are zombie spies and people I flagged because they are loyal survivors on the same list, with nothing to distinguish between them. However, I disagree with these suggestions for how to use the lists. #1 is a great idea. It already works this way when zombie contacts are present, survivors who happen to be in a large group should work the same way, no question. For #2, you can already distinguish between zombies on your contacts list, so it's a non-issue unless you just slip up - and I don't want the game trying to guess what you really wanted to do and correct your errors for you. Who knows, you might even want to revive an enemy! (Combat revives, anyone? If you can force them to waste 20+ AP, why not pick on someone you don't like?) For #3, it just doesn't make sense. If you've got 100 people scattered through a mall and 10 of them are your contacts, it's not practical to spread a message just to those 10. If you want secure communications, use cell phones. For #4, I think that the new "familiar" message is good enough. There's no need to completely get rid of zombie anonymity. --Norcross 04:31, 31 March 2006 (BST)
    • Re If you revive a zombie I believe it is possible to accidentally revive a contact if they are next in line by select "zombie", even though you recognize them and can select them individually. If I have a message that is actually important I would rather 10 allies of mine hear it than 50 people that will ignore it and keep searching for ammo. And as for #4 it doesn't hurt zombie anonymity as it only works between allied zombies. --Jon Pyre 04:43, 31 March 2006 (BST)
  3. Kill - I really like 1 and 4. I'm less sure about 3 -- it just seems counter-realistic. And I'm pretty well against 2. Consider that a scientist could flag all brain rotters as foes and never have to waste a syringe again. --John Ember 05:42, 31 March 2006 (BST)
    • Comment - As a further explanation of this, note that you'd only need to flag the rotters native to your own suburb. This total is usually much, much less than 150. Wandering hordes like the Tour are the exception rather than the rule, so this would indeed make rotter-avoidance very feasible. (And as I've said before, I will vote down anything that makes revive points easier to maintain. They're an invented player tactic and do not need official in-game sanction.) --John Ember 16:16, 31 March 2006 (BST)
  4. Kill - Like John V.2 (you will always be the original in my heart), I have mad homie love for 1 and 4. 2 I don't like, however--force the player to limit his actions? Really? 3 I'm more or less apathetic to; I'm favorably inclined to it, as it would add some sort of a Whisper functionality to the game, but no <3's on its behalf. --Undeadinator 06:06, 31 March 2006 (BST)
  5. Kill -- I like it on the whole, but I just can't support #2, 'cause it kinda pretty much nerfs brain rotting revive points. The others I like. Since #2 seems to be pretty controversial, maybe you should resubmit without it. #1 probably deserves its own suggestion, though, because it's a really good idea. Right now, using a contact list to track your allies is only really useful for zombies, since humans can already see the names of all other survivors in a room. It would be keen if they could see something a separate row for "You recognise X, Y, Z" the way zombies do. furtim 06:53, 31 March 2006 (BST)
  6. Kill - You had me until the brain rot/revive point nerf. --Jorm 06:57, 31 March 2006 (BST)
    • Re I think it's pretty unrealistic to imagine someone adding every brain rotted zombie to your contact list. This would just be to avoid reviving the person that PKd your friends who you killed in response. Besides, I'm not sure about this but isn't there a limit with how many people you can have on your contacts. --Jon Pyre 07:14, 31 March 2006 (BST)
      • Re Okay. That's valid. Kill retracted.--Jorm 07:18, 31 March 2006 (BST)
  7. Keep - Convinced otherwise.--Jorm 07:18, 31 March 2006 (BST)
  8. Kill - The Rotter in revive point avoidance function is too powerful. If you know what horde is attacking you can harvest the profile links of a large number of them and avoid them pretty handily. There is only one horde large enough to overwhelm the contact lists size (150 contacts) with brain rotters. This is a horribly powerful boost for intelligent players, and those that man revive points tend to be smarter than the average trenchcoater. --Grim s 09:25, 31 March 2006 (BST)
    • Re But you're never dealing with one horde with all its members in one place. There's no practical way to enter in all the zombies you'll be dealing with. Survivor groups simply aren't that coordinated and as zombies come and go if you trust your precious list you'll be wasting syringes right and left. It's only good to prevent yourself from reviving a few specific enemies. --Jon Pyre 15:19, 31 March 2006 (BST)
      • Re - You dont NEED to nter all the hordes zombies. If you have access to their member list (And most of those are either publicly posted or leaked by spies) you can look through it and pick out the brain rotters. I can guarentee you that a good chunk of them will not have brain rot. If you have the rotters profiles and this mod, you can nerf any possible revive point countering completely, with just a few minutes out of game research. --Grim s 15:33, 31 March 2006 (BST)
    • Re Honestly, I pity anyone who spends the time entering 50 names into their contact list when they'll inevitably miss the brain rotted zombies that are either new, feral, or from a different group. UD has too many players to enter each and everyone one of them. You can't select "All Zombies" as your enemies, you have to pick a few people that really merit the designation. --Jon Pyre 15:41, 31 March 2006 (BST)
  9. Keep - Point 3 doesn't make much sense-- if you say something outloud, everyone in radius hears you, not just your friends, but rest is very nice. And I'll disagree with Grim: Now that it costs 10AP to drop a needle's plunger, it is not overpowering to be able to enemy list an entire horde. Besides which: If the horde doesn't it want it's member list to be public knowledge, they can just not list it on the wiki. --Brettday 12:16, 31 March 2006 (BST)
  10. Keep - Tentative keep, but I'm on the fence with the whole brainrotter/revive point thing. Depends which side of the fence I'm playing. Timid Dan 16:22, 31 March 2006 (BST)
  11. Kill - Over all I really like these, but I think they should be broken up into different suggestions. 1 and 3 could be in the same, and 4 should have it's own, 2 I think should be dropped totally.--Bermudez 17:16, 31 March 2006 (BST)
    • Tally - 4 Keep, 6 Kill, 0 Spam 04:13, 9 April 2006 (BST)

New Character Class: Nurse

Timestamp: 00:45, 31 March 2006 (BST)
Type: New Civilian Character Class
Scope: Adds to medical "field", completes the 3 choices.
Description: Nurse

Civilian Character Class

  • Starts with the First Aid skill (heals 10 HP with a First Aid Kit), and two First Aid Kits. Nurses differ from the other "medical" character classes in that their starting character class is civilian.. more "middle of the road" if you want to be more "free" with your beginning skills costs initially. (The Medic is a Millitary choice, the Doctor a Scientist choice.)

The medic, for example may go for "free running" sooner. Whereas the doctor may go for improving medical skills like "diagnosis" and "surgery" as quickly as possible.

The Nurse is an interesting option, leaving for a more "open" starting medical choice, your nurse may be "packing" more firepower than the doctors at the local hospital.. or your nurse may begin learning to apply revivification medication to disgruntled "patients" sooner than the Medic.

The nurse may be better off depending on your starting location, and what buildings you will be searching right away (looks like my nurse will be using shotguns for a while, okay..) Either way how you play your nurse is your game!

Votes

  1. Keep Author vote. Couldn't believe I just noticed something this obvious, there was no civilian medical class, and the Nurse fills those shoes rather nicely. Adds to the game element as well, I think, they're the "angels" of the battlefield, and usually a hell of a lot more "human" than some docs (until you play "grabass".) --MrAushvitz 00:55, 31 March 2006 (BST)
  2. Kill -- "Completes" the three choices? There's no firearms scientist, is there? So who says "completing" the skills choice is necessary? There are already two healer starts, and I don't see why we need a third. Furthermore, it's such a shite starting position. Medic gets Free Running quicker for extra safety, Doctor gets Diagnosis quicker to earn more XP. So the Nurse is a character with crippled XP gain from syringes, since he uses fewer FAKs per target, but doesn't offer the player any advantages whatsoever. Also, Aushvitz suggestion. Fucking die already. furtim 07:50, 31 March 2006 (BST)
    • Re: Well, it seems you removed part of my vote justification. It may not have been a very classy thing for me to say, but removing it is even less classy. In fact, we tend to call it vandalism. Statement was deleted by a different user than I thought, who has been warned about vote vandalism on his talk page. furtim 18:53, 31 March 2006 (BST)
    • Re All good. There are "rocket scientists". I say completing the 3 medical choices is nessesary, for diversity. Millitary, Civilian, and Scientist medical selections. People WILL make Nurse characters, don't think they won't! The nurse won't have to "pay through the nose" for the other "side" of the skills tree either.. let people choose what they want. I'll die in about 50 years, take comfort in that.. --MrAushvitz 15:55, 31 March 2006 (BST)
  3. Kill First Aid is already given to start to two characters, and it is teh suck for a starting skill. There's no reason to make a third character type to start with it. -Nubis 07:55, 31 March 2006 (BST)
    • Re First aid isn't so useless in a heavily seiged building. But unlike the consumer the nurse can get out and explore, shoot some Z's! It's a niche that isn't taken yet. Making a nurse's description will be fun.. --MrAushvitz 01:30, 31 March 2006 (BST)
  4. Kill Isn't Consumer the medical consumer? It gives them a good way of getting faks (malls) and they don't lose out from healing twice as much and getting the same xp. -Hamster Ninja 07:55, 31 March 2006 (BST)
  5. Kill - What others said. - Asrathe 08:10, 31 March 2006 (BST)
  6. Kill - Generic, doesn't do anything new. If it the starting skill was Diagnosis, that would actually be useful. --Brettday 12:23, 31 March 2006 (BST)
    • Re Actually, you are 100% correct on that count, someone once suggested the Doctor should start with diagnosis.. then it makes sense that the medic has 1st aid. If the doctor (new doc characters from now on) started with diagnosis, then the nurse and medic would be the 1st aid (types).--MrAushvitz 13:30, 31 March 2006 (BST)
  7. Kill - I think classes are fine as they are--xbehave 12:55, 31 March 2006 (BST)
  8. Kill - Not necessary, Diagnosis would be a better starting skill option. Timid Dan 16:19, 31 March 2006 (BST)
  9. Kill - What the others said.--Bermudez 17:16, 31 March 2006 (BST)
  10. Kill - You will eat my poopie and love it! Er...I mean, why don't you just play the medic or the doctor and get their XP bonuses? All of the downside of those already tough to play classes, none of the good. This indeed IS poopie.--Mookiemookie 17:58, 31 March 2006 (BST)
    • Re ? This is meant to counter my idea, dear god.... --MrAushvitz 13:30, 31 March 2006 (BST)
  11. keep - this is a sensible well balanced suggestion that a few people seem to be trashing cos they don't like the author! it is not unbalanced, would add a new dimension to the game and does not force anything on anyone. so what is there to complain about? no-one would be forced to play a nurse any more than they are forced to play a cop or a fireman so its just adding another choice to the game. i do agree that doctors should get diagnosis rather than first aid but that is hardly the point of this suggestion so should not really be a sticking point.--Honestmistake 00:20, 1 April 2006 (BST)
  12. Kill - this isn't really what we need. I think s/he should have Diagnosis instead of First Aid, as Timid Dan said. http://wiki.urbandead.com/index.php/User:Peterblue 01:54, 1 April 2006 (BST)
    • Tally - 2 Keep, 10 Kill, 0 Spam 03:05, 1 April 2006 (BST)

Triage (Version 4.0, at least!)

Sigh, nobody likes me. But, "Mr Aushvitz Suggestion" is not a legitimate reason for a "spam vote", at least put a 4th word like "sucks", "crap" or something. Was: 1 Keep, 2 Spam 10 Kills (but no dupes!) MrAushvitz 15:45, 30 March 2006 (BST)


Field Medicine

When the negative voter responses and illegal "re" usage adds up to being longer than one of my suggestions itself. Um, time to save what dignity and space we can on the Wiki. Needless to say, not met with open arms. Was: 1 Keep, 4 Spam 8 Kills (but no dupes!) MrAushvitz 15:45, 30 March 2006 (BST)