Developing Guides

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Developing Guides

This section is for presenting and reviewing guides which have not yet been submitted and are still being worked on.

Nothing on this page will be archived.

Please Read Before Posting

  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • If you decide not to take your Guide to review, please remove it from this page to avoid clutter. You may move the discussion to your guide's talk page if you wish to preserve a record of the discussion.

Adding a new Guide

Post all guides in the following format, changing only the text in red to reflect your Guide's name;

==[[Page Under Development]]==
--~~~~
===Comments===

Cycling Guides

  • Guides with no new discussion in the past week may be removed.
  • Any Guide posted on Guides/Review Should be removed from this page, any comments on this page should be copied onto the Guides talk page.

Please add new guides to the top of the list


User:Chief Seagull/Working for NecroTech

A little something I've been working on - while Guides:Scientist briefly covers all aspects of science-class characters, this one is specifically geared toward NecroTech scientists. Any bases I haven't covered? Any bits that still need work? ~~ Chief Seagull ~~ talk 16:18, 11 November 2010 (UTC)

At a first glance, it appears to be a nice little RP-flavored guide. I might give you a grammar-nazi breakdown in a bit. ~ Red Hawk One Talk | space for lease 19:20, 11 November 2010 (UTC)
Overall solid, but... I disagree with not reviving PKers. Heavily. The damage that PKers do is of little actual consequence (just compare kill costs with revive costs), and they typically grab a revive earlier than later from some clueless labcoater anyway.
Reviving them gets you on their white list if you are lucky. In the worst case, they just treat you like any other survivor.
Scanning them and then purposefully not reviving them however is cruising for a bruising. Some PKers are plainly easily pissed off and kill you for neglecting them wrongfully. Others will recognize you as someone who knows and cares about PKers - someone who might be an easily upset crybaby that feels strongly about being PKed and shows a satisfying reaction, or someone who could snitch to the RG and thus raise the bounty hi-score. Either means that you will be PKed, potentially multiple times if you prove to be the right kind of shark bait. -- Spiderzed 19:52, 11 November 2010 (UTC)
That's really just anecdotal evidence; heck, most of the ones I know "repay" the reviver with bullets. But regardless, this is supposed to be a pro-survivor guide and, while skipping a PKer *may* have them target you, it still stands that you're reviving someone who will turn around and kill other survivors. Which you'd have to spend 10-20AP reviving. Which is, overall, counter-productie to the whole "pro-survivor" ethos. ~ Red Hawk One Talk | space for lease 20:05, 11 November 2010 (UTC)

User:Spiderzed/Sandbox/CobraPKGuide

We have a few PKer guides on the wiki, but none that I'm happy with so far. They are good at teaching the basic "max your guns and hide in dark buildings" drill, but hardly go beyond that. (Possible exception is only the Siege PKer guide, and let's face it, it's more about death-cultists who use PKing as one of their tools, than about the run-of-the-mill PKer who doesn't care about the zombies being winning.)

I looked to write up something that is easy to pick up for beginners, but still teaches some advanced tricks without going to deep into tangents as actions via question marks, or the way that the RG works.

Don't mind the formatting at all, it's purposefully basic and half-assed currently. 1.) My proof-reader this time isn't wiki-savvy at all, and as she devotes her spare time to help me on this I don't wish to needlessly bog her down with tables and other fancy clutter. 2.) The guide will be integrated with Cobra's new page design, which isn't even finally decided yet - don't feel like doing the same work twice. -- Spiderzed 21:30, 8 November 2010 (UTC)

Firstly, you mentioned Cutey so that's a big thumbs up! The advice given is good and the sidebars are helpful. There'll always be people who disagree with the weapons distribution issue, but you make it perfectly clear that this is a personal preference so that's not a problem. The only hole I can pick in this guide at the moment is a couple of superfluous apostrophes (it's = it is / its = belonging to it or relating to it), and that's just me being über-fussy. ~~ Chief Seagull ~~ talk 10:33, 10 November 2010 (UTC)

Tidal Tactics

Cast an eye over it, peoples? Mostly looking for more examples to give and perhaps some better layout-ing. The sun shone, having no alternative, on the nothing new 16:00, 14 October 2010 (BST)

Firstly, I think you mean fail, not fall in the opening paragraph. Secondly River tactics is not based off hyper organised large scale movements. I can, and have done it on my own. --RosslessnessWant a Location Image? 16:08, 14 October 2010 (BST)
Secondly, you don't always start at point 1, and you've made no mention of darks. --RosslessnessWant a Location Image? 16:10, 14 October 2010 (BST)
Zombie river? Regular river is just a tactic of avoidance, but zombie river is based on the inevitable victory of a massed horde. And no, I meant fall. The sun shone, having no alternative, on the nothing new 16:12, 14 October 2010 (BST)
Your opening paragraph cites river tactics, not zombie river. --RosslessnessWant a Location Image? 16:14, 14 October 2010 (BST)
Thirdly, Id say blackmore fell as much to do with Beachhead Tactics as to zombie river tactics. --RosslessnessWant a Location Image? 16:13, 14 October 2010 (BST)
See those to me are interlinked, the former an important factor in the success of the latter. The sun shone, having no alternative, on the nothing new 16:14, 14 October 2010 (BST)
Indeed, I'd mention them both. --RosslessnessWant a Location Image? 16:15, 14 October 2010 (BST)

Man, I hate to say it but you should probably dumb it down. Don't assume that everyone that could benefit from the guide reads at a college level. Don't get me wrong I thought it was well written, just probably too well written to retain the attention of everyone. --~Vsig.png 16:33, 14 October 2010 (BST)

"due to successful beachheads, it was the attrition of the constant Tidal Tactics that prevented the survivor foothold from spreading to other buildings. " Virtually every building in Ridley was reclaimed, and several of the trp's had 20+ survivors in them when blackmore fell. --RosslessnessWant a Location Image? 16:41, 14 October 2010 (BST)

For reals? I'd asked and was told that nothing was held for more than 24 hours at a time. If that bit's wrong then I'll take it out. The sun shone, having no alternative, on the nothing new 16:42, 14 October 2010 (BST)
who told you that? Factories, hospitals were up for days at a time. Thats why the constables were able to attack them with strikes most evenings. --RosslessnessWant a Location Image? 16:43, 14 October 2010 (BST)
Oh. I'll get to fixing that then. The sun shone, having no alternative, on the nothing new 16:44, 14 October 2010 (BST)
Yeah, when the constables took time to focus on a TRP, it fell rather quickly. Otherwise, it was just your standard feral-smash-cade act. ~ Red Hawk One Talk | space for lease 16:46, 14 October 2010 (BST)
Most buildings were repaired and caded, but there were very few occupants, with the possible exception of the TRPs close to Blackmore. Blackmore itself fell due purely to Beachhead tactics. As Papa Moloch put it, "we barely had to flex to take down Blackmore. The first semi-coordinated evening attack finished the place immediately." --VVV RPGMBCWS 18:27, 16 October 2010 (BST)

Oh, and SFHNAS weren't really trendsetters. Give some respect to Rowcliffe Must Fall --RosslessnessWant a Location Image? 16:44, 14 October 2010 (BST)

Added. The sun shone, having no alternative, on the nothing new 16:56, 14 October 2010 (BST)

I skimmed through this when you made it yesterday, and it looked really good then. If facts need qualifying (a la Ross' comments) sort that out, but it's looking pretty good from what I can see.--Yonnua Koponen Talk ! Contribs 16:46, 14 October 2010 (BST)

Since you're mostly a survivor player, your thoughts on the notions of demoralisation would be great. The sun shone, having no alternative, on the nothing new 16:56, 14 October 2010 (BST)
In terms of the demoralising effect of somebody dying? Not really, imo, but my home suburb's been ruined for 2 years, so I may just be used to it. --Yonnua Koponen Talk ! Contribs 16:59, 14 October 2010 (BST)
Just trying to find the balance between encouraging "log in, fucking hell zombies, run" and maximising AP effiency. The sun shone, having no alternative, on the nothing new 17:01, 14 October 2010 (BST)
I'd be somewhat in line with Yonnua (and my home suburb, while adjacent to his, hasn't been ruined for two years). You can't really do anything to demoralize the survivors: most of the ones that have doubts just cut and run at the first sign of trouble, leaving behind the stubborn ones that'll stick it out until the end.
Given that a siege is a war of attrition (survivor supplies v. zombie patience) you (might) want to put in a section on preventing zombie demoralization. You know, just a few ways to keep the ferals entertained and keep them from getting distracted and chasing other opportunities.
Now, stylistic nitpicking.
  1. You should break down the "Play by Play" bullets into paragraphs (either with a double space or <br>). Right now it's reading as a wall of text, and that's going to turn off casual readers.
  2. "...was reached primarily due to Zombie River Tactics, due to successful beachheads, it was the trickling effect..." You should join the bolded clauses to read "due to zombie river tactics and successful beachheads" as the current format breaks the the flow.
  3. As George Orwell once famously took eight pages to say, get to the point. So far as I can tell, your thesis, "hit it hard, keep hitting it, then hit it again tomorrow," is all the way in the third paragraph and doesn't really stand out. I'd recommend you move it to the end of paragraph one, around where you've bolded tidal tactics, and possibly bold it as well.
  1. On a similar hyper-nitpicky note, just link straight to Zombie River Tactics instead of being creative and saying "true river tactics." It's an unqualified statement, and it isn't readily clear what your talking about. Similarily, I have
  2. And while it's great for flavor, most people will have no idea what the hell "Marzan" is. I'd recommend a brief explanation of the word (i.e. "Marzan -the city's true zombie name-"), so you don't lose your reader. Also, you don't need to link to it twice.
That's all I can think of at the moment. It's a nice read, but right now it's far from reader friendly. ~ Red Hawk One Talk | space for lease 17:58, 14 October 2010 (BST)

Talk:Guides:Ghost_Town_Reclamation Iscariot's insights into how to make a guide American friendly. Well worth a read. --RosslessnessWant a Location Image? 16:49, 14 October 2010 (BST)

Whilst entertaining it's also quite specific to GTR. :/ The sun shone, having no alternative, on the nothing new 16:56, 14 October 2010 (BST)

think it shows what level you should pitch at! --RosslessnessWant a Location Image? 16:58, 14 October 2010 (BST)

I've pretty much done everything here bar the excessive dumbing-down. How does it stack up with the changes considered? The sun shone, having no alternative, on the nothing new 21:58, 10 November 2010 (UTC)