Talk:Dual Nature Policy

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Dual Nature is now #1 on the group rankings page!---Scout talk!!!! 13:44, 17 December 2010 (UTC)

Would it be OK to suicide occasionally?

  • I have almost all the survivor skills (I have all I want except for Radio Operation, and it's not necessary,) but no zombie skills whatsoever. It seems like I have more experience staying alive than I do becoming and staying dead. Would it be against the policy to suicide occasionally? On the same note, would it be OK to ask for a revive if you had the opposite problem?---Scout talk!!!! 23:14, 20 October 2010 (BST)
Sure! The dual nature ideology isn't about rigid rules, it's about experiencing both sides of the game. While the general rule of thumb is "don't ask for a revive but don't turn one down", it's not a mandate. Deliberately dying/being revived in order to taste the other side when you feel you haven't done so in a while is exactly what the spirit of dual nature would entail - rather than sticking to the one aspect you're still playing, you're ensuring that you get both sides of the coin. Once you've maxed out your skills you won't have the same problem, so it's hardly a big problem to worry about. Just splat out a window and you'll be well on your way to full dual nature play. Strength is just an accident arising from the weakness of others 21:46, 23 July 2010 (BST)
OK, thanks! I was getting slightly annoyed that I couldn't die, yet had only survivor skills, you would think that it would be easier to die than to survive >.> --Scout talk!!!! 22:01, 23 July 2010 (BST)
Have seriously never run into that problem. When my DN needs to die, I usually just go to a dangerous place, like the site of a MOB attack or a ghost town. When I get bored with zombie-ing around, I usually strike at/near NTs and find some random mid-level scientist who randomly pokes me.
That being said, there is no secret Dual Nature police that will crack down your door and force you at gun point to remove your Dual Nature tag. While I prefer to be more indirect by simply raising the odds to die or get revived, there's nothing wrong with occassionally falling out of a window or sleeping at an open place if you see no other way to switch your state. -- Spiderzed 22:03, 23 July 2010 (BST)
Oops... I tripped and fell, three stories down XD. I guess I am just too good of a survivor. I never move around much, I stick to Paynterton, where I know my way around the suburb.---Scout talk!!!! 23:14, 20 October 2010 (BST)

Invitation for dinner at Fort Perryn

Dear friends, i'm proud to invite you to the feast, we, ferals, are going to have there in next few weeks. Also, many major survivour groups are invited too, so siege promises to be not only tasty but also challenging. -—The preceding unsigned comment was added by Markel (talkcontribs) at 16:10, 16 April 2008.

The Returners are in. All one of us... -Ornithopter (Talk | contribs) 22:30, 16 April 2008 (BST)

==brainROT RUM ☣ == It might seem odd that a group of PKers with brain rot supports this policy. Clearly we go out of our way to obtain revives, right? Well, yes and no- we'd be tearing down barricades on NTs even if we were zombies, and we'd be reviving our buddies if we were survivors. We just happen to do both at the same time. Indeed, by showing survivors that brain roted survivors are a threat to thier safety, we hope to show that brain rot is not a debilitating skill for survivors. And if all survivors had brain rot, the game would indeed be much more truely dual natured...
SIM Core Map.png Swiers 21:46, 17 August 2007 (BST)

You make a good point, I admit. Perhaps DN is aimed more at those without a group to assist them. Still, the conditions to revive one with Brain Rot are even less likely than the oft-scorned combat revive. I admire your willingness to obtain skills that restrict your Dual Nature. My main gripe, I suppose, involves the metagaming present. The metagaming mentality regarding revive points and combat revives was what originally brought this policy into Malton. Rest assured, though, that I will not scorn you for your decisions. Those are yours alone. Kalir FTW! Z/S UD Potato Words 18:27, 18 August 2007 (BST)


I think that players should be linked to their user page instead of profile. If he wants he can have profile link in there. Also could you remove those messages telling how you started it, because it makes the whole policy to look more like some cry for attention.. You can keep in on your user page if you want. --Niilomaan GRR! 10:55, 11 August 2006 (BST)

Oh yeah.. I disagree with the no-revive-points -thing, but other than that, this is pure gold in the basket. --Niilomaan GRR! 11:52, 11 August 2006 (BST)
'Kay, on it. And should NecroTechies make full use of their syringes, then revive points may not even be needed. --Kalir 02:34, 13 August 2006 (BST)

This is a great idea, and the lack of people using it has been bugging me since I joined. Currently, I have three characters, and only one embraces his dual nature--so far. He has three zombie skills, and two survivor skills, and is currently a survivor.

It just bugs the hell out of me the way people refuse to behave in-character. Yet, it's hard to play this way, when no one else is willing to. -Timzor 05:53, 19 March 2007 (UTC)

I like this policy so much I'm changing all my characters' group to "Dual Nature" --Cman yall 03:50, 24 March 2007 (UTC)

You can put me down as another firm supporter of this. It's nice to see that other people are playing the game as an MMPORG as opposed to just a wargame with zombies. In fact, I deliberately target people running revive points for my PKing. I'm aware this a more severe approach than the policy requires... --Black Mask 15.50, 08 June 2007 (UTC)

I agree with this to a degree. With my survivors I tend to work on a 'self control' theory. When killed, they tend to try and get revived, and avoid attacking survivors and barricades. At least to start with. Initially, my survivors have residual self control, they do not want to endanger those the care about. This may go against 'the movies', but then, so does a lot of UD. The longer they've been dead for, the harder it becomes, until such time as they will attack, first out of anger, then out of indiscriminate need for brains.

My Zombies are both brain rotted, so the way I figure it, they're not right in the head, even if they do get revived (happens more often then you'd think...). So, all bets are off with them and how they behave alive. Chances are good though, that they'll be doing things survivors would prefer they didn't tho!

I like the idea of this 'policy', but will continue to play my own way, as I suspect most players will. Good luck tho'! --Roadie 13:40, 11 June 2007 (BST)

The main point of this, aside from encouraging people to cease being so inflexible with their characters, is to encourage RP. Your characters all seem to fit with this (even the rotters) so I'm all right with your way of playing. More power to ya. Kalir FTW! Z/S UD Potato Words 07:42, 13 June 2007 (BST)

I'm down with this. Haemolacria may dig it once I've developed her enough through RP. (My others less so.) ;) But I'm a sucker for this kind of approach to life, let alone UD. Animi 06:48, 14 June 2007 (BST)

Has anyone every thought of making a true dual nature group? A bunch of dual nature players get together go to a ghost town, rebuild. Then just create a self sustaining community of dieing and combat reviving? No penalties for attacking members of the same group (but opposite status aka no PK or ZK)? Would this not create a "power-leveling" like atmosphere? I just feel like being a survivor is all about banding together to fight off the zombie hoards, but people don't like you around when they know that when you die you will start killing them too. This way when you are alive you have a group of people to band together with but when you die there are also plenty of victims who won't go whining when you gobble them up. Kasuko 18:16, 19 January 2011 (UTC)

Of the still existing groups, both Legends of Darkness and Umbrella Corporation have signed up for DN. Although LoD are more dual nature PKers/death-cultists than classic dual natures, while I haven't seen much DN from UC in practice, if any at all. :Major problem with a traditional DN group would probably be coordination, as dead DNs should have no reason to share intel with harmanbargarz and vice versa. -- Spiderzed 18:35, 19 January 2011 (UTC)
Organization XIII is semi-dual nature. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:40, 19 January 2011 (UTC)
I like this idea, and think that if people are willing to spread the word in character, by group or what have you, it could make sense to have DN-aligned folk gather in one area. You may just need an in character reason to have your character asking others to move... and seeking a ghost town, or promising to have information about a ghost-town -- would work really well. Zombies follow survivors naturally, so once the ghost town was being rebuilt, zombies would eventually sniff the survivors out. Wyke Hills used to be the home of an RP group called 'Life in Malton' -- most of us embraced Dual Nature policies without realizing that there was a specific page outlining them, because it made for much more fun RP. Now the only ones remaining of that group are an in-character couple and their daughter. If anyone is interested in Wyke Hills as a set-up point, I can say from experience that it's a pretty calm place right now. I'd like to see some more in character RP happening. --Dray 16:44, 11 December 2012 (UTC)

Alternate stance on revpoints

Perhaps one could check the ratio of zombie to human skills before reviving. If there's many more zombie skills than survivor, give them precedence over someone with equal amounts, which in turn should come first over someone with few to no zombie skills as compared to survivor skills. Still balances the two, although it takes some of the "natural course of events" feel from the policy. Alternatively, simply don't revive people if they have many more survivor than zombie. Helps them progress their dual nature, rather than just going "Oh dear, I died. Time to go moo at a revive point instead of going out and making the most of the situation." --Kalir 02:29, 28 August 2006 (BST)

Hurrah for Dual Nature

What is Dual Nature? Dual Nature is never looking for a revive. Dual Nature is never dying in vain. Dual Nature is taking a bullet to the head, a syringe to the neck, or a bite to the throat, and smiling about it. Dual Nature is about logging in each day and knowing that whichever side you're on is the right side, and the right side is whichever side you are on. Dual Nature is about smashing down the same barricades you worked to defend yesterday, and then building them back up tomorrow. It is about eating survivors, and killing zombies. It is about change. It is about roleplaying. It is about realism.

Dual Nature leaves no room for fear. It makes PKers irrelevant. It helps you realize that life and death are a joke, and it helps you laugh about it.

Dual Nature is about Urban Dead, and Urban Dead is about Dual Nature.

Timzor, you make a damn fine propagandist. Kalir FTW! Z/S UD Potato Words 06:59, 7 June 2007 (BST)

Summing up

Could the policy be summed up as "No Mrh?ing, no suicide," or something similar? It'd be nice to have a simple summary / motto for Dual Nature.--Jiangyingzi 23:30, 10 September 2007 (BST)

Actually, something more like "be what you are" would do the trick. It's primarily about playing from the mindset of your current state. Zombies wouldn't placidly line up for shots, and most people, when brought back to life from zombiedom, wouldn't commit suicide off the bat. Kalir FTW! Z/S UD Potato Words 04:46, 11 September 2007 (BST)
It also involves acting on the side that you are on. For example, I once ran into someone who when dead, still fights other zombies, but said he was into Dual Nature. That's being a life cultist, not dual nature. Death cultists are not dual nature either, they've picked a side and stuck with it. Dual nature is busting cades and killing survivors when you're a zombie, and cading, reviving, healing, maybe some trenchcoating, when you're alive. --Cman yall 06:08, 11 September 2007 (BST)


Despite not being an "official" organization Dual Nature is, as of this writing, #7 in the group rankings. We're beating out the U.S. Army Infantry, the MFD and the MPD, the Randoms, the Zookeepers, THEM, and a plethora of other notables. I think this is pretty much awesome.--Jiangyingzi 08:29, 31 October 2008 (UTC)

Agreed, and also BOOO-YAH! Dual nature FTMFW! --Cman yall 08:54, 31 October 2008 (UTC)

Now over a year after I wrote that post, Dual Nature is the #3 group in the game. Keep the faith and spread the word, y'all!--Jiangyingzi 23:24, 18 December 2009 (UTC)

Dual Nature is about being a zombie all the time?

My qustion is this: When do dual naturalists get to play as humans? People generaly don't accept the idea of random revives or combat revives especialy if you have a lot of zombie skills. I started as a corpse and right now am level six, noone is going to randomly revive me, because I look like a zombie spy, and if you ignore revive points and just kill whenever you want you will end up on the do not revive list. The only way to live is by Mrh? cowing. In my description I have a button that says Dual Naturalist. Will that help? Also, isn't dual nature about fear. Because of the rare time you actuialy get to play as a human? You would imagine someone would want to be especialy carefull not to die. Turtleboy412 22:09, 13 December 2008 (UTC)

I've been playing dual nature with one of my characters for a few months now, listing yourself as dual nature does help get you revived. (mainly by players who actively meta game.) Also try to explain the policy to players in game while you're alive the more people who are aware of it the more likely you're to get revived. -Barroom Hero 03:54, 19 January 2009 (UTC)
I always revive people if they have a mix of survivor and zombie skills, unless of course their profile says something like "I hate combat revives, zed 4 life, revive at your own peril" etc. So you might be dead more often than the typical mrh cow, but that's not necessarily a bad thing. --Cman yall 04:38, 19 January 2009 (UTC)
Combat revives are very common. Especially in NTs. And literal, true random revives aren't all that rare, either. What I recommend while you're dead is banking some XP for when you get poked -- that's also a clue to people that you might want to be made harman again, and it allows you to balance your skills out when you finally get that revive. --WanYao 05:44, 19 January 2009 (UTC)

Serious Zerging Question

If you have alternate characters, but they're all separate and never come near each other, would it still be considered zerging if more than one or all of them had the Dual Nature policy as their group tag? Because I've heard that the DEM does something similar, and this isn't even a real group as far as I know, is it? SO what are your thoughts? --Blades 15:49, 2 October 2010 (BST)

Situations like that aren't ever true zerging, but the looser term 'alt abuse'. With a movement like Dual Nature,, or X:00, it's harder to quantify. I'd say that since Dual Nature isn't a group, it's perhaps much easier to just note in your profile that the character is dual natured, thus rendering the issue moot. Strength is just an accident arising from the weakness of others 15:54, 2 October 2010 (BST)
Not at all. That would be like if having two zombie characters or two death cultist characters was zerging, which it isn't.--Yonnua Koponen Talk ! Contribs 16:12, 2 October 2010 (BST)
And just for clarification, any UD player may only have one single character in a DEM group. So no, the DEM is not doing something similar. G F J 16:48, 2 October 2010 (BST)
Sorry for the mistake, but I remember some group a while back supposedly granted players the option to have more than one alt in its group, maybe as a subclass area in said group? Maybe it was MEM? Update: I found where it listed DEM as allowing multiple characters in the group [here]. --Blades 17:42, 2 October 2010 (BST)
Dual Nature is not a group. Its a style of play, like PK'er or Survivor. You can have all your alts as dual nature if you wish. Just keep your alts 10 squares, or at least a suburb apart. --RosslessnessWant a Location Image? 16:51, 2 October 2010 (BST)
Thanks for clarifying. I'm glad it doesn't matter. Just didn't know if it was cheating, as I've seen a lot of people with Dual Nature as their tag in-game, and I'm sure some do it with more than one character. --Blades 17:42, 2 October 2010 (BST)
The keyword is usually shared command. Two lone wolf PKers are as OK as two feral death-cultists, two Dual Natures or two Feral Undead, as in neither case there is even something like a command to begin with. -- Spiderzed 18:28, 19 January 2011 (UTC)