User talk:Wifey

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It's quiet...

... too quiet.


Do you know if everyone is submitting orders today? [F] 17:40, 21 August 2006 (BST)



Speak up. My balls got bitten off long ago by a zombie so I've no problem with ball cancer. PM me on the forum and you'll have to register so that I can reply.

Alternatively, get your, already registered, main to speak to me, 'cos I don't wanna go around wasting AP wacking your boyos when there's real zombies and spies to deal with.--Celt

Relax, Celt. Editing here, at least, is perfectly fine. No cancer. Just my main page. I sent a PM to you, though I still have no idea what you're trying to contact me for.--Wifey 00:12, 18 March 2006 (GMT)

Well. Thanks.--Denzel Washington 18:05, 10 April 2006 (BST)

Recruitment Page

As you may have noticed by a quick check through the history of the Recruitment page I deleted a lot of adds on that day, in fact I'm the just about the only person to have deleted any adds in the past two months. The only adds I deleted were adds that were equal to or over a month old, according to their time stamps, which is more than double the allotted time for an add without renewal. I feel that having an add up on the Recruitment page is a privilege, granted only to those who can bothered to check the page to see if their add is still in date, that way only groups who are active, and actively seeking members will get them via the recruitment page. Thus I feel the extended time period granted, warrants not sending a message to the 5 or 10 groups I usually remove at one time.

I'm not a mod, I haven’t been officially or unofficially given the job Recruitment page cleaner. I only remove adds when I have some spare time. At the time I removed your add, it was verging on two months old. I'm sorry that I did not send you, or any of the groups whose adds were long out of date, a notification message. But at least by regularly removing old adds I can weed out the apathetic groups. If you can find the time to remove the adds on a regular basis and send messages out to the leader of every group you remove I will gladly pass on my nonexistent mantle. Kripcat 07:23, 21 March 2006 (GMT)

The pre-removal warning you asked about is on your group's talk page, left on April 1st. Click Here for evidence. Would you prefer the message be left on your page in the future, or is the group page an acceptable place? Also, it is not required that you be given notice, simply something I make every effort to do.


--John Rove 20:06, 9 April 2006 (BST)


In his defense, I'm pretty sure that's just for zombies usinga blunt object.--Wifey 05:04, 10 April 2006 (BST)

  • Actually, it was for survivors against zombies. Like, a Survivor can deal 6 damage on a 'critical' to a Zombie, but that same Zombie can only do 4 damage to the Survivor with that same 'critical'. I figured I'd explain that, just in case there was any confusion there. -Wyndallin 06:59, 10 April 2006 (BST)

Re: From Wifey

Previous message may be found here

No problem. And yup, it was deleted. I should know, voting in favour of it's death after all.

[It was a symptom of all the drama around here lately. It's wording was a little lax, and some users felt that it was insulting, and that it shouldn't have been made as an actual template, just placed directly on the user(s) page.]

If you want that template back you can grab it off Amazing's user page. Although that might disqualify your eligability for the "Amazing Who?" template. ;)

If you want a similar template, you could always just copy the "Don't Delete the Fucking Wiki" template off my user page, and customise it so that it matches what you want. –Xoid STFU! 06:11, 11 May 2006 (BST)

From the suggestion page

care to tell me what you mean by that? because It's not a proper dig as long as it's senseless--Vista W! 19:25, 22 May 2006 (BST)

Response can be found here.

The 2 AP movement cost is from the begining of the game, same as XP headshot. The extra movement cost had a function as anti zerging measure back in the day, as there were no hordes and you could choose wich suburb you started in that was in the day that there truly where zombie spies scouts to find survivors. And yeah I've been fairly consistant that that is a bad and redundant mechanic now that needs replaycing for exactly that reasons I gave. It seemingly has a nice flavor but as a mechanic it sucks, it means effectively that with dying a new zombie character has only half the actions a new survivor has. It's not for nothing that lurching gait is the first or second skill to be bought usually. The limit of 50AP per 25 hours is to keep the game balanced and to stop too much from happening overnight, Kevan. So all uses of AP should be considered in the light of mechanical balance. and have a reason why it cost more on a mechanical level Otherwise you'll end up with a hugely flavoral game wich nobody plays because you have only 10 actions. The 10AP cost for syringes is for balance, the AP cost to stand, and headshot? balance. All are introduced later and have twiddled with extensively. Kevan has been fairly consistant with the way he dealt with all AP changes ever since the game took off. The game needs to be damn near breaking before he makes any change in AP cost, and I've only seem him do it after what I think were other balancing methods failed. But that this new sugestion uses it at all is just broken and near idiotic.--Vista W! 08:29, 23 May 2006 (BST)