Talk:News/2006

From The Urban Dead Wiki
Jump to navigationJump to search

18th December

As the city's survivors settle in for another winter in the quarantine zone, a number of them have been spotted dragging freshly-cut fir trees through the rubbled streets, and looting long-ignored plastic trees and decorative lights from the hardware stores of ruined shopping malls...

Well, that marks the beggining of BARHAHmas, ¡happy holidays! --John Verdana 20:50, 18 December 2006 (UTC)

Got myself a nice tree...now what should I do with it? Smash people on the head with it or something? O_o' --Jenx 21:07, 18 December 2006 (UTC) Ah, it seems that if you are using the UDToolbar you will not be able to do anything with the trees. Aside from that, they can be placed inside of buildings. --Jenx 21:33, 18 December 2006 (UTC)

So do we get to keep the trees in our inventory after christmas if we haven't used them? --MarieThe Grove 13:22, 20 December 2006 (UTC)

They haven't been removed from the game.--Labine50 MH|ME|P 03:38, 30 December 2006 (UTC)

How about now? I used to get find them very easily in only a few searches, but I've spent 25 AP just recently and haven't found any. -Kleptonis 22:31, 8 January 2007 (UTC)

I tried a few searches the other day and couldn't find any. They've probably gone now. --Preasure 19:53, 9 January 2007 (UTC)
Spent most of the day trying to find one but they are gone. BTW- I found a shotgun shell in the street today- is that unusal? --MarieThe Grove 16:02, 10 January 2007 (UTC)
Just improbable. You can find loads of stuff on the streets, but it's unlikely. --Preasure 16:12, 11 January 2007 (UTC)

3rd December

Hm. Prior to today, the IP limit applied separately to my laptop at home (accessing the net through my cable modem) and at school (through the WiFi network there). As of today, it appears that the IP limit applies to individual computers, not just IP addresses; this is backed up by the phrasing on the IP limit message: "In order to keep the server running smoothly and to prevent multi-character abuse, players are only allowed to hit the Urban Dead site 160 times from a single machine (or IP address), per day." Can anyone else confirm this? - Crisco Inferno 03:02, 4 December 2006 (UTC)

23rd November

Friends and foes on your contacts list are now highlighted in room descriptions and dialogue, and can be colour-coded to any of nine shades. There's also an option to ignore specific users, which will stop you from hearing any speech or radio broadcasts from them.

I have to wonder that this (specifically the blocking of chosen users) is in reaction to the whole "text rape" thing. Either way, nice work on that --Panserbjørn 17:26, 23 November 2006 (UTC)

Kevan said he had been following the ban in game rape page thingy, so it must be. It's a great update.--Labine50 MH|ME|P 18:27, 23 November 2006 (UTC)
It is indeed a great update. specially since people won't have to listen to radio spam anymore.--Mr yawn Scotland flag.JPG 18:33, 23 November 2006 (UTC)
I wonder if "familiar groans" can now be color-coded? That would be awesome. Rheingold 22:07, 23 November 2006 (UTC)

20th November

For purposes beyond the clearance of anyone currently stationed in Malton, the city's two military bases have been retaken and rebuilt. Transport helicopters from outside the quarantine cordon have helped to repair the breaches in the forts' external walls, and the internal buildings that were locked down or derelict are now back in use.

Hmm... let's see what this is all about... Rheingold 22:41, 20 November 2006 (UTC)

Sounds a bit like this suggestion from yesterday. I'm nowhere near the bases, sadly. --ExplodingFerret 22:43, 20 November 2006 (UTC)
This will be interesting. I wonder if the tide will turn, if only for a time in favor of the Harmanz...I mean, survivors...Daniel Hicken 22:45, 20 November 2006 (UTC)
I ran out of IP hits trying to get an alt near the bases :\ Rheingold 22:47, 20 November 2006 (UTC)

"The forts now have extra areas you couldn't see before. An infirmary, a storehouse, 2 barracks, a gatehouse, a training ground, and a vehicle depot. All of this is surrounded by high walls which preclude free running. I haven't got the AP left to try this, but I think you have to get in and out via the gatehouse. I did try to just free run out in another direction and got this message - "The heavy walls of the fort complex are impassable." Rheingold 22:52, 20 November 2006 (UTC)

It seems like you do have to get in through the gates. However, you cannot freerun into the gates either. Therefore, if the gates are barricaded enough, neither survivors, nor zombies will have any way to enter the entire area. --Daranz. talk . mod . 00:29, 21 November 2006 (UTC)

Heres a map of the one of the new looking forts

Fort3.JPG

Rough idea of what it is.--Mr yawn Scotland flag.JPG 22:58, 20 November 2006 (UTC)

Cool, I LOVE the idea of enclosed areas such as this... -Certified=InsaneQuébécois 01:43, 21 November 2006 (UTC)
Ok, I'm putting visit the forts higher on my list of things to do before I quit.--Labine50 MH|ME|P 03:29, 21 November 2006 (UTC)

31st October

Looks like Kevan has given us a halloween update. Fog now covers the entire city of Malton. You can only see a powered building in an adjacent block if the word FOG has a yellow background to show light. You can now only dump one body at a time although I am unclear if you will get 1XP for each dump, I would assume that is the case.

Not seen any billboards yet bet thats to do with me being inside and it also mentions a few aesthetic changes, currently unknown although one could be a message you recieve when trying to use binoculars whoch state the fog is too thick for binoculars to be of any use.

There was a slight bug for around 10 minutes where you couldn't see adjacent blocks of a mall when inside but that was fixed. Pillsy FT 10:25, 31 October 2006 (UTC)

it seems he also added a 'knock on door' action button for the occasion, i dont know if this works for any one outside or just zombies yet, but it dosen't cost any AP to use, although you should keep in mind that you still have to watch you IP limit. >.< "You thump loudly on the door." -Bullgod 10:46, 31 October 2006 (UTC)
From the inside, it looks like this: You heard a loud knocking on the door. (13 minutes ago). Actually, looking at another char of mine: You heard a loud thumping on the door. (6 minutes ago). Perhaps humans knock and zombies thump? --Daranz. talk . mod . 11:04, 31 October 2006 (UTC)
Actually, as a zombie at least, I found that knocking on the door does use 1 Ap. -- Andrew McM W! 16:52, 31 October 2006 (UTC)

I've noticed that there is no way you can leave a building that is heavuly barricaded. You can't click on an adjacent square so the only way to leave would be to knock then barricade down. Pillsy FT 12:28, 31 October 2006 (UTC)

Nice update! I got killed from lack of people coming to back up the 'cades, But I don't even care because of the extreme awsomeness of the update.--Labine50 MHG|MEMS 14:54, 31 October 2006 (UTC)

This fog is fun :) Shame we can't keep the door knocking, its a nice touch. Seems like Kevan has been putting in suggestions that people have come up with in the last few days or is that just coincidence? --MarieThe Grove 15:50, 31 October 2006 (UTC)

Well I found my first billboard and noticed it costs 10AP to graffiti on a board, also there is an issue for anyone who uses UDtoolbar and the fog, you cannot free run with the extension enabled. Pillsy FT 16:12, 31 October 2006 (UTC)

?Rise just got super-important. Rheingold 17:39, 31 October 2006 (UTC)

PLEASE add ANY info you may have found here: Billboard--Labine50 MHG|MEMS 01:47, 1 November 2006 (UTC)

22nd October

Possible Update: Ransacking no longer costs AP. Either that or it's an unusual bug. -- Andrew McM W! 23:38, 22 October 2006 (BST)

Would think that would be a bug in the game. You should report it. --MarieThe Grove 09:32, 26 October 2006 (BST)

25th September

anyone else not able to get online tonight? The page won't load at all. Apparently the old link doesn't work anymore either. --MarieThe Grove 21:50, 25 September 2006 (BST)

Yeah, I can't get on either. -- Squidward 22:30, 25 September 2006 (BST)

9th September

We appear to have some downtime. I haven't been able to access http://www.urbandead.com or the direct link at http://217.112.87.10/ since I first tried an hour ago. I know a couple of other people have had the problem, is there anyone who can get online at the moment? --Preasure 10:56, 9 September 2006 (BST)

Yeah, I can't get on either. Anyone have an UrbanDead window up and able to play? - The Badman Bob06! 11:09, 9 September 2006 (BST)
It appears that every time the Big Bash sieges a mall recently, we have downtime! I don't know whether it's related, but it sure is convenient for the zambahs :evilgrin: Rheingold 11:35, 9 September 2006 (BST)
No I can't get in either. I don't think anyone has got in today yet. Its nearly 12pm here so presumibly Kevan has noticed the problem and is working on it? --MarieThe Grove 11:49, 9 September 2006 (BST)
Hmm, 12PM GMT and still no site. Minor withdrawl symptoms already... -- Andrew McM W! 12:04, 9 September 2006 (BST) EDIT: And, oddly enough, Kevan posted a message just as I posted mine -- Andrew McM W! 12:07, 9 September 2006 (BST)
Kevan's on it now, should be up and running soon. I've got a mall siege to get back to... --Preasure 12:40, 9 September 2006 (BST)
Almost 9:00AM EST here in New York and it's still not working........ --Axe Hack 13:38, 9 September 2006 (BST)
Couple of minutes past 3PM GMT and it is still down. Nevermind.--Mr yawn 15:06, 9 September 2006 (BST)
Yay! I just back online and its working :), now its about 4pm. --MarieThe Grove 16:05, 9 September 2006 (BST)
Arrgh! (><) I was away for two hours starting at three, and my worst fear happened: I got killed in the two hours in-between the site coming back online and me logging on. :P Crap. -- Andrew McM W! 18:23, 9 September 2006 (BST)

30th July, 2006

Well I've just noticed something today, but I don't know if it's news worthy so I'm taking it here first. It appears (or at least to me) that Kevans just put in some anti-botting measures by making the URL for barricading change each time you barricade. Check it out, it'll have a random number at the end of the URL when you barricade. - Jedaz 03:00, 30 July 2006 (BST)

That is an easily-defeated measure, as Xoid and I tried to explain before. –Bob Hammero ModB'cratTA 03:47, 30 July 2006 (BST)
Explain for the ignorant. In other words me. Sonny Corleone WTF RRF ASS 03:47, 30 July 2006 (BST)
Well even if it's easy defeted it'll highlight to Kevan who the botters are witin the 24 hour period because they won't realize instantly. Basiclay what the change does is make the URL for barricading random, and bots would just keep using the same URL over and over so it'll be obvious who is botting and who isn't. - Jedaz 03:56, 30 July 2006 (BST)

Here is how it is easily defeated, in pseudocode:

while (bot_has_AP) {
  html_data = get_map_page();
  barricade_url = parse(url_regular_expression,html_data);
  action_for_map_page(barricade,barricade_url);
}

Bob Hammero ModB'cratTA 04:05, 30 July 2006 (BST)

Yeah I know, it's not going to do anything in the long run really but at least it'll catch the current botters. Thats better then nothing IMO. - Jedaz 04:28, 30 July 2006 (BST)
Sure. It's great that the bots will be stopped for, what, maybe a few days at most? But then what? It's not a long-term solution. –Bob Hammero ModB'cratTA 06:27, 30 July 2006 (BST)
It's not intended to stop bots permanently, it just disables one of the abilities that only a bot would use, of being able to hammer the server with dozens of simultaneous barricade commands. (Which is all that Bob was proposing with his encrypted-Javascript thing.) --Kevan 07:00, 30 July 2006 (BST)
So basically you have to wait for the page to load again before you send the next barricade request? That actually sounds really good... The super-speed of bots is what's most annoying; in a large-siege situation it doesn't hurt us so much that bots are ever-vigilant because there are bound to be active survivors as well. But I hope you got to ban some botters anyway ;) Rheingold 02:31, 31 July 2006 (BST)
Actually, my suggestion would have caused more of a slowdown, because they would have to wait for the page load, and then wait for the computation to finish, but I know what you mean. –Bob Hammero ModB'cratTA 02:39, 31 July 2006 (BST)
More barricade bots at Morrish Building in Pitneybank. I swear to god those at Giddings better not call a victory because they cheat. Sonny Corleone WTF RRF ASS 02:43, 31 July 2006 (BST)
Frankly, I just have to wonder who leads such a sad, miserable life that they have to get their kicks by cheating at a BBMMORPG like Urban Dead. It certainly can't be for a challenge. Please don't tell me it's just for fun. --Kiltric 05:50, 10 August 2006 (BST)
Ok... We won't tell you that they do it for fun... Oops >.> -- BeefSteak WTF 17:24, 10 August 2006 (BST)
I noticed what I think is a glitch yesterday. My zombie(revived), who has the Scent Death skill, could tell that one of the three bodies where I stood "smelled strange". I think this skill is supposed to work for zombies only, but it was working for my human as well. Peterblue 20:44, 7 September 2006 (BST)

22nd July, 2006

Well, it's here, it's as understated a change as Ransack II, and it promises to change the game just as radically.

First & foremost, the change is a MASSIVE nerf to Brain Rot, whose main attraction is standing in revive lines. That strategy is now out the window. Rotters, you will never waste a needle again. Heck, if you're even seen in or near a revive point, expect to be Headshot repeatedly.

Revivers, you can now prioritize your syringes with the greatest of ease. Just extract 10 Mrh-cows in a row, add them all to your contacts temporarily, and then use that valuable needle on the highest-level survivor, (or survivors in your group, etc).

Revive efficiency will be greatly increased, but will it be enough? Probably: no. Until Ransack is nerfed or survivors get a large buff, they will remain a permanent minority. Necrotech offices simply can't be held in a contested suburb; and with needles being carted in from 10 or more blocks away, the zombies easily win the war of attrition surrounding malls or other TRPs. This change will help with one thing, though: survivors coming in after the horde has gone to try and pick up the pieces and rebuild the area. Rheingold 14:56, 22 July 2006 (BST)

Revive effiency won't increase. You can increase revive effiency until the cows come home but that doesn't mean it will actually happen. If survivors refuse to use it properly then we'll never see the actual change. Sonny Corleone WTF 19:19, 22 July 2006 (BST)
Or they could simply do what we did. Take the new skill we got and adapted our strategy around it. We've done it with just about every new skill we've gotten, and we've adapted to the point where our strategy is better than the Survivor's "RETREAT TO THE MALL!!" strategy that has worked for so long. Maybe it's time they become the nomads they were ment to be. -- Tirion529 22:58, 22 July 2006 (BST)

Zombie Anonymity FTW -- Tirion529 19:16, 22 July 2006 (BST)

I'd quote this for truth were it an option here. – Nubis NWO 22:59, 22 July 2006 (BST)
Bling bling. Sonny Corleone WTF 23:02, 22 July 2006 (BST)
Seriously, so much for fucking "zombie anonymity." –Bob Hammero ModB'cratTA 23:22, 22 July 2006 (BST)
Yeah, and after Feeding Drag, "so much for fucking Pied Piper skills." Looks like that's a standard we set up, not something Kevan sees as a set-in-stone rule for the game. Given that the last few changes implemented by Kevan would all have been Spaminated if suggested on the Suggestions page, maybe people need to stop referring so much to imaginary standards? Rheingold 03:12, 23 July 2006 (BST)
But at least Feeding Drag had some negatives to it. Most 'Pied Piper' skills that were suggested were Survivors moving Survivors into safehouse or other safehouses. Feeding Drag requires 12 HP, and no barricades/closed doors, and you can only drag them outside. There isn't a negative to this change. I think that's more of what people are a little peeved about, the fact that there is no stipulations regarding getting the Zombies Profiles and ruining our Anonymity. -- Tirion529 05:45, 23 July 2006 (BST)
How about one basically state that for people with Brain Rot, you cannot get their profile. Meaning, that you will have to spend AP to scan them, and then have to spend an AP to 'skip' them. It also makes Brain Rot zombies secret. Thematic justifaction: The Brain is so rotted...we can't read it? If they can't get rid of the Brain Rotted Zombie, it can be that they can block DNA Scans, preventing anyone from scanning, and thereby forcing them to revive the normal way.--ShadowScope 06:50, 23 July 2006 (BST)
I like. Make it into a suggestion. Sonny Corleone WTF 06:54, 23 July 2006 (BST)
Done. Now to see if it will be accepted or not.--ShadowScope 07:05, 23 July 2006 (BST)

By the way, congratulations to Darth Sensitive, your suggestion was implemented... ;) Rheingold 03:18, 23 July 2006 (BST)

That actually happened before the DNA Extractor thing. Not by long, from my count, but it was before it. –Xoid STFU! 04:01, 23 July 2006 (BST)
WOOO! Go me!

So I guess the trenchies were right all along - nobody wants to actually play zombie, and every zombie is merely a stalwart fallen survivor awaiting revivification. Nervie 09:42, 23 July 2006 (BST)

Proof why survivors should not get another update:

Jack Cortez jabbed you in the neck with a syringe, to no effect. (7 hours and 13 minutes ago) (Scent lost.) ...and again.

A zombie said "Mrh?"
[<a target="_blank" style="color:#8fbf00;" href="http://zombietalk.oldeenglish.org/">Zombish</a> for "mr?"] (7 hours and 12 minutes ago) ...and again.

Jack Cortez attacked you for 4 damage. (7 hours and 12 minutes ago) (Scent lost.) ...and again. ...and again.

A zombie said "Mrh?"
[<a target="_blank" style="color:#8fbf00;" href="http://zombietalk.oldeenglish.org/">Zombish</a> for "mr?"] (7 hours and 12 minutes ago)

Jack Cortez attacked you for 4 damage. (7 hours and 12 minutes ago) (Scent lost.)

You took a Headshot from Jack Cortez the Zombie Hunter! You will need to spend an extra 5AP to stand up. (7 hours and 12 minutes ago)

Now...let's review what went wrong. Jabbing a syringe twice to no effect, not scanning, ignoring the Mrh? cow, and attacking him. Are you serious? This is the kind of person defending suburbs? Sonny Corleone WTF RRF ASS CoL 01:35, 26 July 2006 (BST)

Sonny... Did you honestly expect more? -- BeefSteak WTF 03:39, 27 July 2006 (BST)
No...but there are tons of survivors who do. Sonny Corleone WTF RRF ASS CoL 03:56, 27 July 2006 (BST)

20th July 2006

Listen, I like feeding drag, it helps a young zombie like me. There should be a counter to head shots, like head bites!--DHRR10 03:27, 21 July 2006 (BST)

Can we get a reset? Since the server is down for 'unknown reasons' and a huge number of resourceful players have figured out that the zombies can still attack barricades and survivors, while the survivors are unable to reload, rebarricade, or heal, am I the only one who thinks that it might be reasonable that the game setting get bumped back to whatever they were at the time that the main server (or, URL address) went offline? It sucks to log back in and find that your characters have been killed while you were unable to do anything because the server was 'offline for maintenance' and the '10 to 15 minutes' turned into 10 to 15 hours. -- JacinB, 10:36, 20 July 2006 (CDT)


!!! The REAL zombies must have attacked and overrun the servers! Quick! Barricade your homes and load up on ammo! --DarthZeth 04:56, 21 July 2006 (BST)

16th June 2006

Feeding Drag effectively means that even zombies without MoL can be fed by older, generous zombies who drag survivors onto the street to finish. Whoever it was who suggested that MoL needed a facelift, good job, your idea has been implemented at least in spirit. And a dying body can be dragged through even an EHB barricade, and the survivors within can't move outside to help the victim. Wicked. ;) The other change, making ransacked buildings unbarricadable, is also a real buff to zombies. No more lame barricade strafing! And finally, moving Scent Death implements another suggestion that was made a week ago or so. Rheingold 07:44, 16 June 2006 (BST).

I see it as a stupid idea, it makes no sense for one thing. If it was set up so that it could only be done while the building is unbarricaded but the current idea is overkill. I expect the complaints to come marching in eventually. These updates are really going in favor of the Zombies. They get to destroy buildings... The humans get ways to spam others and sometimes help each other out., The update locks out half the Stations, while they get a way to find a battlefield. Now the Humans get nothing... While the Zeds get to drag people out of Barricaded buildings. Am I seeing a trend here? --Rogue 08:46, 16 June 2006 (BST)

These updates prove Kevan hates survivors!!! The various missions going on in Barrville and Ridleybank are going to be impossible!!!!--Labine50 MHG|MalTel 15:39, 16 June 2006 (BST)

The Ransack change finally makes the skill worth buying. Are you forgetting that in the last few changes that Zombie have gotten practically nothing? Surivors have a -HUGE- advantage in numbers right now because of it, as well. It's about time that Kevan proved me wrong and showed that he cared about Undead People. I'm not sure how good Feeding Drag will be, but it'll definantly be something that will be fun to use if the RNG decides to hate you before you kill someone. Moving Scent Fear back to the base of the Scent tree makes the tree worth starting to by for baby zombies. Finally, Ransack being change makes is so that we can actually do some damage to the Survivors when we finally clear them from a building. Barricade Strafing a building that could have 20+ Zombies in it was senseless. Kevan... Thank you, for you've given me hope for Urban Dead again. -- Tirion529 09:14, 16 June 2006 (BST)
The point of the Feeding Drag is in a siege. Consider, you broke in, you have at most 30 seconds to act while the survivors repair the cades. You pick a sleeping target and claw them down to 12 HP. Before, you would keep on clawing - it would take another 4-6 AP to kill. If you didn't kill fast enough, you got headshot and dumped, and you effectively didn't do anything because the sleeping victim was safe behind cades and could be healed back to full health at the leisure of the other survivors. Now, you have a guaranteed 1 AP attack which dooms the target by dragging him outdoors. Even if he's active, he can't go back indoors, and he'll be torn apart in seconds. Basically, it cuts vital seconds straight off a zombie's kill window. Oh, and did I mention that the zombie goes back outside as well, no matter what the cade level? No kill XP for you, Mr. Zambah Hanhar! I suspect sieges will be fought in a whole new way now. The tactics that won Caiger I & II, and Giddings and Ackland II recently, might not work as effectively anymore. Twill be interesting to see what the hordes and survivors come up with. --Rheingold 10:36, 16 June 2006 (BST).
Some people have been reporting that you can't drag a body outside if there are cades up. Can anyone confirm or deny? --23:27, 16 June 2006 (BST).
Confirmed. I tried this a little while ago and got a message that I couldn't drag them out because of the barricades... Definantly not as good as it used to be. -- Tirion529 00:31, 18 June 2006 (BST)
Yeah, that's hardly as horrifying as I'd hoped ;) And, actually, what it does is ingrain the boring old survivor strategy even deeper, because now the immediate rebarricading response is even more vital. --Rheingold 02:37, 18 June 2006 (BST).
Someone should just wait a few weeks and then make a suggestion that you can drag the harmanz out of at least VSB barricading. -- Tirion529 17:33, 20 June 2006 (BST)


Yep, we definatly have an advantage. Yeah, being able to say something over a radio to someone who might not be friendly is definatly an advantage wouldn't you say? Pker dude, "Hey mates, I just heard a guy begging for help 3 blocks South! Lets go kill him!"--Labine50 MHG|MalTel 15:42, 16 June 2006 (BST)

Scent Tree - I've fallen foul of the rearranging of the scent skill tree, my Zed character had just acquired Scent death and now I have nothing, will I regain access if I save up again and buy Scent fear again? Its shame esp. as Butch had diagnose so Scent fear is a useless skill. 200xp just to see which bodies are reviving fantastic! --FallenAngel 12:43, 16 June 2006 (BST)

It balances out the time when survivors got radios and Zombies got nothing. Don't forget that the Zombies still have to remove the barricades, get the survivor down to at least 12HP and then spend another AP to take them out. Thats all the Zombies really get, and with the Ransacked buildings, well all survivors would have to be cleared out of them first before it really matters and it's not like they are going to stay in them for long if Zombies are there. Maybe Kevan might start to neglect the survivors, he heh he... - Jedaz 08:57, 16 June 2006 (BST)

MIGHT START??????--Labine50 MHG|MalTel 15:36, 16 June 2006 (BST)

Two words, my friend. Powered Searching -- Tirion529 21:17, 16 June 2006 (BST)
The increased search odds for powered buildings makes a huge difference, especially with Syringes. I can find two or three, sometimes four syringes with the AP it took to manufacture one. Cigarette 21:58, 16 June 2006 (BST)
Yep, stop your whining Labine. Humans have been at 58% for months, it's about time zombies got something to even the odds. --Rheingold 23:27, 16 June 2006 (BST).
Woah (58%) how can a zombie expect to survive!!! Back in the beginning of the Zombie Strike it was (80%) (20%), You call this Uneven? Learn to count. Cigarette, who really cares about finding Syringes every 6 searchs when it still costs a whole day just to revive 4 people. I have yet to personally see any major advantages from Powered Searching. So instead of having a 20% chance of finding a pistol you have a 25% chance. Big Deal. --Rogue 00:38, 17 June 2006 (BST)
Yeah, and back then the game was broken. (XP loss from Headshot!?) Even since the major changes like the new Headshot and Syringes, the game is Zombies vs. Barricades. Well both these updates are designed to make barricades not the "sure thing" they once were for survivors. They can't just barricade everywhere, and they can be dragged outdoors when the cades go down. --Rheingold 00:53, 17 June 2006 (BST).
25% vs 20% search rates means survivors with access to optimal conditions now find ammo 1 in 4 instead of 1 in 5, which is appreciable. Feeding drag, I expect will have little effect on the actual siege and more effect on sieging morale and newbie zombie advancement. The addition to ransack actually helps zombies much more because now if the can gain a mall corner to the point of ransacking it, the gun toting trenchcoaters are much less useless (before they were just warm bodies to soak up zombie attacks), making a siege a game of defense and offense for the survivors rather than pure defense of throwing up barricades, and watching the zombie force get kicked out due to slow attrition. --Contaminated 01:00, 17 June 2006 (BST)

Hello. I thought i might weigh in here with a comprehensive review of the last few changes and their effects so as to show how Labine is a complete idiot, as well as respond to Rogue.

First of all Rogue: Powered search. Powered searches, that across the board search boost you dont feel so great about, turned the game from what amounted to a 49/51 situation, to a 58/42 situation. That single buff upgraded malls to have search chances of about 50% with all mall rat skills. That means humans have no shortage of ammunition or FAK's these days, and likely never will. As such, the zombie ability to win by attrition was all but completely negated except in the most excepttional circumstances (Like when outnumbered 5 to 1, which wont happen again). While you may not think much of this, it is huge, and when you combine that with the psychological effect of that skill, you find thye spirit of the zombies was broken. The Barhah died that day, not through an act of human invasion, but through a sloppy tweak. Since then the game has literally hemorrhaged zombie players From ~20,000 standing on each side we have dropped to ~20,000/~14500 humans/zombies. Many long time and highly invested zombie players have quit the game in disgust (Myself included, and i was in charge of my own horde, and the official second in chain to the largest horde ever). Not only did a quarter of zombie players quit (Probably more, as at least a thousand of those zombies are Mrh? Cows), but one horde actually broke up subsequent to the change, and another came close. I havent had time to see how the change will affect that hordes decision, but its my thinking that this will likely be seen as too little, too late.

Rogue, more syringes in circulation means more revives. It is a simple truth proven over and over again. Every time kevan twitches the syringe rate the numbers roll about wildly. The only exception was the boost to 15% no one noticed because they were too busy manufacturing them, but since manufacture has been rendered useless by the discovery and good dissemination of that information, the old rule applies once more. As such, the powered search boost was catastrophic. You are looking at the change wrong. While one could say "Yeah, i could load up on syringes and then only be able to revive four a day", you are forgetting that now a single restock can last several days of constant reviving. If something like this had been implimented pre-10ap revive cost, the zombies would have been exterminated except for brain rotters.

Now, with powered search came Ransack, and while others might not feel as strongly as i do about its first implimentation, but we agreed at least that it was utterly useless. We spend an AP to break a building that only harms your searching until you fix it for 1ap. What made it worse was that you got exp for fixing it. Humans got what could be considered a gigantic buff that day, and the zombies got an extra level on their tally, with absolutely no change to counterbalance the human buff.

After that, as the humans grew more and more numerous and the zombies dwindled rapidly, kevan added radio's, a major communication boost that, if used properly, would be better than forums for spreading information about zombie attacks. This would, eventually, lead to malls falling to zombie hordes being a thing of the past. Now every mall can rename itself Caiger. Last i checked two more malls held against hordes, though that may have been due to the fact that zombies were completely demoralised already.

Kevan, if you are reading this: The new change, while good for the games overall health, and a good move, comes too late to set things right. The community, or at least the long term and relatively tight knit community that sprung up around this game has largly migrated to Nexus War, where the creator (Jorm) is not only involved in the community, but appears to care for it too. The cold hand from on high approach does not work, not when you make what really look to be mistakes. I appreciate that you have other things to do, but that doesnt mean you have to distance yourself from the community. You missed out on a lot of potential fun and friends. And thank you for finally listening to us and fixing the scent tree.

Overall, These changes wont have a gigantic effect. They may lure back a couple of the quitters. I am not one of them. It will make it slightly more dangerous in Malton, and break a few greifing strategies which can be easily reworked to about 4/5ths of their original strength (Barricade strafing, specifically). It will give zombies a few new strategies to work with, such as the clearing and ransacking of a corner in a mall, but even with people refusing to barricade a corner there have always been problems getting the zombies to actually go inside and sit there, and it will require expertise which most hordes no longer have (Due to the quitting of long time and influential players) to make truly effective. Apart from that, i dont think it will do much at all, and certainly isnt worthy of the doomsaying of Labine, whom is being considered an idiot by many even as i type this. *Peers at the fellows from #rrf looking in* --Grim s-Mod U! 01:33, 17 June 2006 (BST)

I completly agree with Grim, and I would like to say that I also strongly agree with the statement that "Labine is a complete idiot". I left a comment after Rogues comment and Labine went and just put their comment inbetween mine and Rogues! Next time Labine place your comments after everyone elses! - Jedaz 10:27, 17 June 2006 (BST)

Ok, I've calmed down a little so I might be able to talk sensably. Powered searches are useless, Ransacking was effective provided there was still 9 zombies in the area, Feeding Drag is going to kill off almost every survivor before the week is out, And the next person to call me an idiot gets it.--Labine50 MHG|MalTel 19:49, 17 June 2006 (BST)

.... Powered Searching is 'useless' and your jealous of Ransack and Feeding Drag?... Sweet Zombie Jesus... There are no words... -- Tirion529 23:35, 17 June 2006 (BST)
Labine50, by any chance do you actually play the game? Sonny Corleone WTF 00:45, 18 June 2006 (BST)
In a powered mall with Bargain Hunting, I can get FAKs at a cost of something like 1.8 AP. Add in 1.0 more AP to apply the FAK, and I'm still healing at 1.79 damage per AP, that's about as fast as fully skilled zombies can inflict it, and I don't even have First Aid! Now add in the fact that in a powered NT it is significantly more effective to search for syringes than manufacture them. Now add in the fact that humans can build barricades something like 4 to 5 times faster than zombies can tear them down. I like powered buildings because they make searches more consistent but Grim is right, at the moment zombies are hugely underpowered. I've spent more time in the game XP farming zombies than running away from them. --Rheingold 02:37, 18 June 2006 (BST).
Exactly. The problem with this game is that Survivors don't fear zombies. Zombies are just an occasional disturbance that can be cleaned up quickly once the Barricades are back at EHB. I've got both a survivor and a zombie right now, and It's pretty boring as a Survivor unless you go looking for trouble (IE, Attacking BARHAHville and Ridleybank), or intentially provoke zombies by letting them catch your scent. Zombies need more updates, because Survivors have always had it good. If, at the very least, Syringes are put back at a 5% chance to find in a Powered NT so Surivors would play smart instead of Trenchcoating... </rant> -- Tirion529 23:34, 18 June 2006 (BST)

Labine. If you had read my somewhat lengthy and in depth description of the changes that have happened, and the effects of those changes, you would see just how stupid the things you said are. Hell, all one needs to do is look at the 48/52 relativly stable configuration pre powered search and the roughly 56/44 unstable one right before radio to see your idiocy.(Zombies were still dropping. The population had yet to reach its 59/41 base, and even then you must consider the stats altered, because kevans rounding has always been: Zombies Up, Humans Down (Proof on his talk page). Powered Zearch was useless, yet it led to a decline of 25% of the total zombie population. Yes, thats ever so useless. That cant be ridiculously overpowered at all, because Labine thinks its useless. If thats useless, what isnt? A Buff that drives humans down another 60% of their total population? Or would that not be enough. There is a difference, Labine, between playing that game for fun, and playing the game to win. The former is wise, and can lead to many months of entertainment and an appreciation of the games workings and structure. The latter, however, is for fools, madmen, or those without enough brains to fill a matchbox. Your actions place you firmly in the matchbox. Your perspective of game balance is skewed. You dislike any change that makes it harder to carry through on your strategy. From your statement that powered search is useless, combined with your earlier comments that it will mess with what you are doing in Ridleybank and Barrville, i can quite confidently state that you are either planning, or are currently practicing, barricade strafing, a morally ambiguous tactic that doesnt defeat zombies so much as drive them from the game (Because their ap amounts to nothing). The searching buff is only "useless" because you arent searching. I cant, however, for the life of me, figure out how ransack was useful before. Feeding Drag is a novelty. Useful for ensuring that people get dead, slightly boosting the kill rate in a seige, but otherwise of no consequence. Hell, you had your kill rates boosted by powered searches (Ammunition search rates are pretty damn good now). Oh well. Oh, and Labine, you dont scare me at all you idiot. --Grim s-Mod U! 02:47, 18 June 2006 (BST)

Labine, by any chance did your grandmother dally with a monkey? Cyberbob  Talk  13:00, 18 June 2006 (BST)

6th June 2006

  • As temperatures rise across the city, the undead begin to detect and follow the rotting scent of distant zombie hordes and piled bodies. (The 'Scent' tree has been rearranged to accomodate this new skill.)

So it seems that kevan added this fairly useless skill in to compensate for humans getting an even more useless skill - Radio Operation. I mean, Feeding groan is good enough! Now If a character of mine gets that, ill have 30 pages of things, with feeding groans, flares, the odd radio signal (I picked one up for the hell of it), and Scent? Am I the only one thats saying in his head - WTF? Ralphwiggum 20:06 (EST), June 12 2006

3rd June 2006

"Perhaps to prevent interference with their own communications, the military have altered their radio jamming in such a way that only experienced radio operators can broadcast in the 26.00-28.00 MHz band. The 28.01-29.00 MHz range has been opened up for free public use."

Am I the ONLY one that seems to see this as a way for Kevan to make more useless skills, like Tagging? I already thought that the radio's were going to be more useless, but now they cut off all but 90 channels? Fantastic, I'd better drop my damn radio so that I dont go insane. We all know people are gonna start messaging crap all over the free signals. Ralphwiggum 11:09 (EST), June 3 2006

I think what Kevan was trying to do is cut some of the spam. He also cut the number of characters you can broadcast in a single shot. It might be a failed attempt, but at least he's trying. If you don't want to go insane, choose a station that isn't whatever.00--those even numbers have the most spammers on them--and avoid the free frequencies.--Mickey Six 18:30, 3 June 2006 (BST)

1st June 2006

"The military have stopped jamming short-wave radio frequencies across the quarantine area. Handheld radio receivers previously discarded as useless will now be able to pick up broadcasts from transmitters installed in buildings, across a range of frequencies."

And in other news, people all across Malton are begging the military to start jamming again.

Ralph, I feel you were entirely correct in asking "What the hell does this mean for everybody?" While it does have some uses... I don't really see them. Singular Quartet 03:47, 2 June 2006 (BST)

29th April 2006

"The more advanced zombies are starting to ransack abandoned buildings, making looting them more difficult until survivors are able to clear the zombies out and repair the damage"

From what I've seen repairing only takes 1AP, as long as there are no zombies inside. Anyone seen any other levels of clearance difficulty or larger AP costs? --Preasure 15:42, 29 April 2006 (BST)

So if there is a zombie in the area is it impossible to clean up the mess?--Jm21146 15:00, 30 April 2006 (BST)

Yep. That's why I hate the update. I was down to 8 hp and infected, I go into a hosspital because I was out of fak's, And when I get in, I find it ransacked and theres a freaking zombies. As you've probably figured out I died. Labine50 15:23, 5 May 2006 (BST)

I like the recent update, it is making the game more vaired although I'm starting to think alot of the updates lean towards the zombies it's what would actually happen. Pillsy 23:06, 8 May 2006 (BST)

31 Mar 2006

"automatically upgraded to analyse tissue samples for telltale signs of cortex damage, which we can now match to our databases" - me w/o necrotech skills so far, what exactly does that mean? --Nirovan Vorshctatz (talk | journal) 04:59, 1 April 2006 (BST)

It means that when you scan a zombie, you see if he's brain rotted or not. I can't be sure, but I don't think brain rot matters any more for scanning BuncyTheFrog 19:13, 1 April 2006 (BST)

Brain rot zombies still have the same chance not to show their info when they're scanned. But whether you can find out the name or not, the scanner alerts you to the rot condition.--Mickey Six 19:40, 1 June 2006 (BST)

28th March 2006

"As a result of revivification becoming a lengthier process, the brain-rotten dead are now able to pick up the scent trail of those who attempt to revive them."

I'm not really clear on this one, is it a subskill of brainrot, or an alteration to scent trail?--Zeek 01:28, 29 March 2006 (BST)

No, it applies to all zombies. I just revived a member of my group that's only a level 3 civilian with no zed skills, and it took 10AP. --Aiden H 4H 04:25, 29 March 2006 (BST)

No, he was refering to the fact the Scent trail was changed to include retarded combat revivers...343 23:30, 29 March 2006 (BST)

6th February

I've noticed that is says Character attacked you for 3 damage (timestamp) ...and again (timestamp) ...and again (timestamp) etc...

Is this new? --Spook 08:21, 6 Feb 2006 (GMT)

Nope. I've also just seen
You heard a loud groaning from very close by. (2-6 00:16 :: 2 minutes ago) ...and again. (2-6 00:16 :: 2 minutes ago)

--Jad Tannus 08:29, 6 Feb 2006 (GMT)

3rd February 2006

The world of PKing just got a whole lot more interesting. And nice solution to the portable generator problem. --MorthBabid 21:07, 3 Feb 2006 (GMT)

2nd Febuary 2006

"A shift in the air, or the blood, and the fresh dead flex their stiffening fingers. 5% of the Death Grip bonus has been shifted back to apply to all zombies by default, including recently-deceased survivors."

Ah, what? Sorry, can't quite understand this? Does this mean Zombies with Death Grip now gets 55% to hit? -- Lynx7725 11:00, 2 Feb 2006 (GMT)

Game news, apeerently, those who buy death grip still only get a 55% chance to hit, but killed survivors get a 25% chance to hit. I should know, my fireman just got killed. --ramby 11:03, 2 Feb 2006 (GMT)
Ah, so the base percentage chance got 5% added, but the Death Grip bonus had been reduced. Makes newBIE (heh) easier to gain experience, but no difference to the oldBIEs... gotcha. -- Lynx7725 11:05, 2 Feb 2006 (GMT)

30th January 2006

"Unofficially Added Observation for today: Apparentally, you can see who's talking even when you're AP's gone." - is this true, or just an Unofficially Misunderstood Observation? --Spiro 23:50, 3 Feb 2006 (GMT)

19 January 2006

Woo for NecroNet Access. Anyone figured out how it works yet? I'm curious to see if it matches up with many of the suggestions that most likely went towards it. And the 'Brain Rot' comment is interesting...how are we affecting 'Brain Rot'? --MorthBabid 07:12, 19 Jan 2006 (GMT)

The NecroNet is very fun. =D You can use it to view how many zombies have been scanned in each street or building in your suburb, and to make MrkII Syringes for 20 AP. Unfortunately, I think the Brain Rot comment is just another case of over-zealous flavor text. --LtR 14:18, 20 Jan 2006 (GMT)