User:Jen/Boring Stuff
From The Urban Dead Wiki
Righto...some longer thoughts on stuff.
And, honestly -- read the title. BORING STUFF. Ignore! Go away! Play the game! Look at the pretty templates on my main page! Unless you have a good reason to be reading this...like if I told you to come here or something. This is so I have handy stuff on hand to throw at people if they ever get mad at me. And so I don't annoy any more people than I have to. And because I iz a hiztory major.
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[edit] Me?
I initially spent most of my UD time in Monroeville. It took a while for Malton to grow on me -- and it only did so as I started to see the diversity of groups sprinkled across the city. If I have any definite opinions about the game, it's something along the lines of "Malton should be as diverse and vibrant a place as possible." Differences of opinion between groups about tactics and policies are part of what make a fun game. I'll tend to always oppose things that lean towards standardization and uniformity, and tend to always support quirky groups, local color ("fiefdom" isn't a bad word, in my book), crazy schemes, and lost causes.
The list of groups further down the page have gotten my admiration, for being efficient, bold, creative, or all of the above. I also like folks who talk ingame (assuming they say things worth saying).
[edit] Theories
- The decay update forced survivors to start thinking more offensively. It used to not matter all that much if you hung out in your on one side of the map, and ignored the other half, and let zombies hold a suburb forever. Now there's consequences.
- Concerning the interplay of mobile and stationary groups... As a general principle, mobile groups tip the balance of suburbs; stationary groups that keep the balance tipped. Case studies: Pitneybank, Dakerstown, Dulston, Grigg Heights, and Kempsterbank. And I guess the greater Riddleybank area, too.
[edit] Notes to self
- Even the most faulty or problematic or overgrown institutions started for a good reason -- to fill some necessary gap, to correct some greater ill. See bounty hunting and the RG. Heck...see PKing. See combat revive, opposition to combat revive, see scorch the earth. Understand the how and the why of their origin, and you will not hate them. Indeed, you will probably come to value them.
- There is a fundamental conflict between players who favor the development of established institutions and conventions, and those who favor a kind of libertarian anarchy. Respect your opponents -- they've thought through their choice as well.
- Your preferences are not those of all players. The ones you least understand, the ones you think are the most detrimental and damaging to the game...these are the ones you MUST work to understand.
- When the player base shifts, the game changes. Adapt or die. 'Tis part of the craziness and fluidity of the game.
- Ability to embrace change, not clinging to the old ways...I'll bank on this being the heart of the pubbie debate.
- Kevan was fine with the DEM's alt policy.
- Understanding has its limits. Farther out than you think, but yes, limits.
[edit] Further Evilness
- In a city where death is a minor inconvenience, PKing is a 100% legitimate gameplay option.
- The greater the zombie threat, the less acceptable PKing becomes (and the BETTER it needs to be done). The greater the percentage of survivors, the more essential PKing becomes to a vibrant game.
- The only PKers I object to are those who don't have the decency to fire off some witty comment or passable rationale before offing folks.
- Malton should be a diverse place, full of lots of vibrant groups, each with their own crazy grabbag of preferred tactics and policies. Often diametrically opposed to those of other groups. Gray tapioca uniformity, BEGONE!
- If I could successfully play Hearts with myself as a kid, I should be able to ignore information distinct to one alt when I switch to another.
- Separate lives means separate lives. Don't stick your alts in groups supporting the same bloody style of play, policies, boards, and tactics.
- Err...but what does this mean for my two dual nature alts? Eep.
- Any publicly available info should be exploited. And ingame spying, zambah spies...heck yeah. The fact that there's groups employing various "gray tactics" makes the game more interesting all around. But private boards should be combated by better organization and other private boards. Sun Tzu be damned...forum/group infiltration is not legitimate.
- I post on the bounty/PKer threads mostly if I think something is highly amusing.
[edit] Wiki politics
- It's just a FECKING BROWSER GAME. In beta testing, no less. Holy Moses -- can't we all just get along?
- Personally, I think Kevan probably just reads the suggestions as they're proposed, and ignores the votes. I would.
- Swiers and Wan Yao seem like awesome folks. Any Project Welcome guys are also cool.
[edit] Stuff I Rather Like
- Monroeville, sans perma-headshot. When I was first playing, I found Monroeville a heck of a lot more fun than Malton. It's less established, and easier for new people and factions to impact things and make a difference. Plus I liked the threat of no revivification. ("Zombies hunting down the last survivors" would still be my preferred endgame).
- The PK debates on 28.02. They were the main reason I logged into Monroeville for a while.
- Modern Suburbia: Surviving Level One and Grim's guide to staying alive. I laughed muchly. And they're right.
- Groups that talk in-game. Life gets boring when you're just whacking, searching, and running. I appreciate the "wasted" AP.
- Groups that are direct and efficient.
- PKer groups with a good rationale. Or a sense of humor. That goes for individual PKers, too.
- At the moment, zombie buffs. Partly because the 65:35 ratio is a bit ridiculous, but mostly because there's hardly any risk as a survivor (I
neverrarely die unless I get stuck outside). - Is it bad that I like mall sieges? I know they're a waste of survivor AP and all...but they're fun.
- Project Welcome
- The Wiki Code Stealers
- Plotting revolution. I'm a history/political philosophy geek. I'm intrigued by emergent gameplay. I like strategizing crazy schemes. Revolution is the most interesting game in town, right now, both ingame and in the metagame. Unless The Dead come back. In which case turf wars can be forgotten again in the face of a REAL threat.
- Crazy-insane ruin repair work. It's a BLAST. 85+ ruins, looting resource buildings for dear life before they're sacked again, suicide-repairs, grand camaraderie with the few folks up there bothering to do the hardest and most thankless work in Malton...it's the only thing as fun and profitable as revolution.
- Related to the above: the 3-D Extreme Repair Club
- The Ronin Gallery. I approve. And it gives my babah zombie something to do.
- This page and this page.
[edit] Groups I Rather Like
- The Big Prick -- combat revives be damned, this is the most interesting and exciting idea for a survivor group that I've seen.
- Philosophe Knights -- it's a brilliant idea for a group. I joined. And, yes. They're pro-survivor. Virulently pro-survivor, to the point of violence. It's beautiful.
- Malton Medical Staff -- I almost joined them, too. Talking ingame? Maintaining a VSB hospital? Humor as a staple? Heck yes. I care about Roftwood as a survivor because of them.
- Creedy Guerilla Raiders -- It's a brilliant idea for a PKer group. My friend who introduced me to RG was/is a member. The Philosophe Knights made me rethink PKing; the CGR made me rethink everything else. From metagame tools to bounty hunting to griefing to the definition of zerging to revive point killing to forum spying to guilt by association to my own overarching vision of what Malton should be like.
- The Opportunists -- how I like to play. See also Dual Nature, for a slightly more aggressive version.
- U.S. Army Infantry -- Aside from being American when consensus is that Malton is in Britain...they seem a good group that has their act together. I considered joining them as well, before I went dual nature. Well...and I don't particularly like their alt policy either, but, hey.
- Ridleybank Resistance Front -- *in awe*
- The Kilt Store -- Non-trenchy survivor group...with kilts! I care about Nichols Mall when I'm a survivor because of them.
- EMLN -- yep, back on the list. Because they paradigm-shifted me back when I first started playing. And because...err...I largely agree with them, when it comes to Malton politics. Message over messenger.
- LUE -- direct, efficient, funny, and a blast to fight against
- Spartans -- emphasize courtesy, and yell stuff about Persians while killing DEM and bounty hunters. What's not to like?
- MCDU -- yup. :) They go into danger zones and get stuff done. Then quietly leave.
- 404: Barhah not found -- crazy, smart, suicidal, and effective. They're tackling the hardest suburbs in the game, and doing the stuff every other survivor group in Malton SHOULD be sending a team to do.
- Axes High -- they use only melee weapons, and they hang out in large enough numbers to make a notable difference in the suburbs they're in.
- Hel's Daughters -- a women-only zambah/PKer group! Who argue that eating bra!nz empowers the fairer sex, and make a rather convincing case, too, I must say. :)
- St. Ferreol's Hospital Noise Abatement Society -- a crazy-insane idea, one of the most hilariously plausible rationales I've seen for any group, and the best name ever.
- Flowers of Disease - best summarized by the person who said, "Some people lead by example; they lead by making examples."
- Mostly Harmless - funny, coordinated PKers. A blast to work alongside. I can't wait until December.
[edit] The DEM
- Links:
- The DEMON debate
- me asking the DEM a lot of questions, starting here.
- An Open Letter - an RP-centric perspective.
- EMLN Constitution. It's got plenty of problems, but is helpful in jump-starting paradigm shifts.
- The Moon is a Harsh Mistress. Why not?
- ThePRO SURVIVOR? debate (about the Rogues Gallery vs. the DA Blacklist)
- Where have all the Bad Guys gone? -(the DEM and the Philosophe Knights argue about the definition of pro-survivor, among other things).
- They teach their members good tactics - like not to shoot zombies in the street, and to cade and dump in buildings under seig. So many groups street-shoot it's not even funny - kudos to the DEM for hammering it into people's heads that this is a bad idea.
- I respect how Axes High and the MCDU go into rough places, and get stuff done.
- I see the DEM core (MPD, MFD, MEMS, MFU) as one group, each abbreviation being a sub-branch. Like the RRF, or the Fortress, or the US Army Infantry. Axes High and the MCDU act more like local/mobile groups than these do. Not quite sure about the MM.
