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The 10 worst things that a new UD player can do

1. Buy Brain Rot as one of their first skills.

The description given for Brain Rot makes it clearcut as to why this would be a bad idea if a player wishes to play as a survivor, but it would seem to be somewhat ridiculous if a player is determined to play 100% zombie. Brain Rot is a skill geared toward such players, but Brain Rot does nothing that will allow a player to effectively gain experience and it makes tagging that player via DNA extraction HARDER but not IMPOSSIBLE. A common practice among survivors and several survivor groups is to add such zombies to their contact list, will often distribute the profile link for that zombie to other survivors and/or post that link on a list of zombies known to have Brain Rot. This is the equivalent of having a target painted on that zombie's backside with the exact same disadvantages. Brain Rot should not be bought until a player has purchased Ankle Gran and several skills from the Vigour Mortis tree.

2. Revive a zombie that is not at a cemetary/known RP (revive point).

The Sacred Ground Policy is an player-sanctioned policy stating that all cemetaries are treated as being revive points. There may also be certain places in a suburb that have been designated revive points by one or more survivors groups who base themselves in that suburb. Reviving zombies who are NOT at such places is one of the worst things a player can do for themselves and other survivors; while zombies revived under such circumstances may have wanted that revive, it is far more likely that they did not wish to be revived. The resulting response from the latter group ranges from intentionally getting themselves killed to destroying generators to attacking other survivors, often including the survivor who foolishly revived them. The trouble that a survivor has to go through to get revivication syringes and the 10 AP that the survivor must spend are bad enough without having to deal with such consequences.

3. Revive/attempt to revive a zombie without scanning them beforehand.

The logic behind this is the same as the logic for the previous mistake but with the potential for an additional consequence. If a survivor attempts to revive a zombie in this manner and that zombie has Brain Rot, the survivor will lose the syringe and the 10 AP that it cost them to attempt a revive regardless of the fact that their revive attempt ends up failing.

4. Destroy a generator/radio transmitter/building barricades as a survivor.

Some survivors choose to do this as part of their playing style, but this obviously puts them at odds with other survivors. Generators and radio transmitters are difficult to find due to their low rates of turning up after a search; in addition to this a newly installed generator has no fuel, and the same problem applies in regard to finding fuel cans. Any survivor observed doing any of the above things will often be attacked and/or killed by any other active survivors; they may also be placed on a GKer/RKer (Generator Killer/Radio Killer) list and denied revivication.

5. Zerg/multiabuse.

UD has semi-automatic countermeasures in place which are severely detrimental to such activity; despite this some individuals will persist in the above activity, and the large majority of players and player groups will not tolerate it whether they are survivors or zombies. At best this means that a player will receive no assistance and/or be denied acceptance to a group, and at worst will result in a player being targeted and harmed/killed without the normal repercussions that would arise from such actions.

6. Player Killing (unprovoked survivor on survivor killing)

There are consequences for any survivor that does this, but these consequences are far more punishing to a new player in light of the fact that all XP gained from survivor on survivor attacks is half of that which would be gained normally. In addition to this any survivor that is caught killing another survivor without having given evidence to show just cause will be actively hunted down and killed by other survivors acting as "bounty hunters." The survivor group known as the DEM has also established a tracking page called the Rogues Gallery to assist with this, and the DEM Revive Tool cross-references with it.

7. Spying

This is not limited in scope to what a player sees directly in-game; this covers any and all information in regard to the future plans/ current location of/ current activities of player groups. The exact policy on spying varies depending upon the group, but most of the groups that do allow their members to spy place strict guidelines in regard to the circumstances under which spying is considered acceptable.

8. Leaving your survivor outside

Never assume that because you haven't seen any zombies around that it is a good idea to leave your survivor outside. Ferals are zombies that are unaffiliated with any zombie groups; even if a zombie doesn't manage to finish you off, they probably will get at least one bite attack on you, and that bite often leaves you with an infection that can easily finish you off.

9. Leaving your survivor in a building with only the doors secured when in a highly dangerous suburb

You would think that leaving your survivor in a building with unsecured doors would be worse than this, and in general this is absolutely correct. The catch is that when you are in a suburb with few to no barricaded buildings with minimal survivor activity, you probably would have a better chance of survival ending your day in an unsecured building (assuming you haven't interacted with any zombies along the way.) The reason is simple; very few buildings are likely to have their doors secured in such a suburb and those buildings that are inhabited by other survivors will most likely have barricades. Zombies will have little reason to believe that survivors would be in an completely unsecured building in such a dangerous suburb, whereas a building with secured doors is the equilvalent of a roadside diner sign on a tall pole. This should not be taken as endorsement of staying in an unsecured building under such conditions as a survivor will have to depend on zombies decided to not enter the building anyway.

10. Text Rape

I will not go into detail on the particulars of what this means if you don't know what it means; if you do, don't even start playing UD if you plan to do this. You MIGHT be forgiven for PKing (only if the number of incidents is small), GKing (ditto), RKing (ditto again), spying (maybe), zerging (highly unlikely, but not totally out of the question if you're extremely lucky)... but even in this game where rotting corpses are shambling about the city known as Malton such behavior is considered utterly offensive and disgusting. Expect everybody who sees and/or hears about such activities to immedietely consider you to be KOS. Contact does occur outside of the game proper between survivor and zombie players, and neither side will hesitate to inform the other of where they saw you recently. Both sides will make your stay in UD as unpleasant as possible and your death as high as they can possibly make it.

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