https://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&feed=atom&action=historyGuides:Dealing with People - Revision history2024-03-29T06:47:18ZRevision history for this page on the wikiMediaWiki 1.37.1https://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=2013925&oldid=prevKarek: moved Guide:Dealing with People to Guides:Dealing with People2012-07-22T21:08:29Z<p>moved <a href="/index.php?title=Guide:Dealing_with_People&action=edit&redlink=1" class="new" title="Guide:Dealing with People (page does not exist)">Guide:Dealing with People</a> to <a href="/index.php/Guides:Dealing_with_People" title="Guides:Dealing with People">Guides:Dealing with People</a></p>
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</td></tr></table>Karekhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1805664&oldid=prevSpiderzed: -guides/review -GA nomnée2010-11-02T23:22:31Z<p>-guides/review -GA nomnée</p>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">{{Guidesvoting}}</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td></tr>
</table>Spiderzedhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1796599&oldid=prevMisanthropy: why pipe a real page with a redirect to it?2010-10-17T16:38:33Z<p>why pipe a real page with a redirect to it?</p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Parachuting|Parachutist]]====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Parachuting|Parachutist]]====</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>There is a second tactic, similar to zpying that embraces the ability of the living to move past barricades from building to building. This tactic, called parachuting, is truly trans-mortal in that both types of existences are used by the same individual. The term is named because an [[infected]] individual free runs (‘parachutes’) in, runs his/her health out by searching the Building, stands up as a zombie, and proceeds to [[ransack]] the building/kill everyone inside. This presents an interesting situation should the building be [[ruin|ruined]]: ruined buildings cannot be entered by free running, and should they be heavily barricaded, there is no way to enter until the barricades are lowered, or the building is repaired, creating what is known as a ‘[[<del style="font-weight: bold; text-decoration: none;">pinata|</del>piñata]].’ Parachuting and subsequent ransacking of Heavily Barricaded [[Tactical Resource Point|tactical resource points]] presents a major problem to all working for the cause of the living.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>There is a second tactic, similar to zpying that embraces the ability of the living to move past barricades from building to building. This tactic, called parachuting, is truly trans-mortal in that both types of existences are used by the same individual. The term is named because an [[infected]] individual free runs (‘parachutes’) in, runs his/her health out by searching the Building, stands up as a zombie, and proceeds to [[ransack]] the building/kill everyone inside. This presents an interesting situation should the building be [[ruin|ruined]]: ruined buildings cannot be entered by free running, and should they be heavily barricaded, there is no way to enter until the barricades are lowered, or the building is repaired, creating what is known as a ‘[[piñata]].’ Parachuting and subsequent ransacking of Heavily Barricaded [[Tactical Resource Point|tactical resource points]] presents a major problem to all working for the cause of the living.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Suicide|Suicidal]]====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Suicide|Suicidal]]====</div></td></tr>
</table>Misanthropyhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1795165&oldid=prevLuke Leimer at 05:51, 14 October 20102010-10-14T05:51:04Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category: Guides]]{{GoodArticleNom}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category: Guides]]{{GoodArticleNom}}</div></td></tr>
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<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">{{Guidesvoting}}</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td></tr>
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</table>Luke Leimerhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1795164&oldid=prevLuke Leimer at 05:50, 14 October 20102010-10-14T05:50:22Z<p></p>
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</table>Luke Leimerhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1795157&oldid=prevLuke Leimer at 05:39, 14 October 20102010-10-14T05:39:22Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 05:39, 14 October 2010</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===[[Life Cultist]]s===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===[[Life Cultist]]s===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I’ve mentioned death cultists and their tactics as survivors. Naturally they have an analogous life counterpart: Life Cultists. These are essentially to survivors what death cultists are to zombies. Their numbers are significantly less in my findings, though they employ reciprocal tactics. Life cultists as survivors: there’s not a whole lot of data as to what they’d do different from a standard run-of-the-mill survivor, as that does seem to be their element of choice. All I have found, and this is a ‘maybe,’ not an ‘is,’ that life cultists have a higher than normal incidence of combat reviving, and of following the uniform barricade policy.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I’ve mentioned death cultists and their tactics as survivors. Naturally they have an analogous life counterpart: Life Cultists. These are essentially to survivors what death cultists are to zombies. Their numbers are significantly less in my findings, though they employ reciprocal tactics. Life cultists as survivors: there’s not a whole lot of data as to what they’d do different from a standard run-of-the-mill survivor, as that does seem to be their element of choice. All I have found, and this is a ‘maybe,’ not an ‘is,’ that life cultists have a higher than normal incidence of combat reviving, and of following the uniform barricade policy.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Combat Revive|Combat Reviving]]====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Combat Revive|Combat Reviving]]====</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combat reviving is an extremely polarising tactic that is used by some survivor groups in Malton. There are other survivor groups that absolutely will '''''not''''' combat revive under any circumstances. I’ll give a quick synopsis of what it combat reviving is, along with a few pros and cons. The main premise of combat reviving is to remove zombies from the area, or not wasting the ammo/health/AP to bring one down, especially if he’s swinging at you. What do you do? Jab him with a syringe and get outta there. He’s down for the count immediately, [[revivification]] acting immediately. That’s a combat revive. Good for self-preservation, and if the zed was dual-natured, one more for the cause. If not, then odds are the same, but you aren’t risking life or limb. On the other hand, if the zed is a rotter (more on that later), you’ve just wasted a syringe, an action point, and still have an angry shambling abomination in front of you. Also, if he’s a death cultist, or a PKer, there’s nothing stopping him from standing up, giving you both barrels, twice, and taking [[Suicide|the nearest high dive back into the cement pond]]. If you wish to learn more ups and downs of combat reviving, check out its page for more information.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combat reviving is an extremely polarising tactic that is used by some survivor groups in Malton. There are other survivor groups that absolutely will '''''not''''' combat revive under any circumstances. I’ll give a quick synopsis of what it combat reviving is, along with a few pros and cons. The main premise of combat reviving is to remove zombies from the area, or not wasting the ammo/health/AP to bring one down, especially if he’s swinging at you. What do you do? Jab him with a syringe and get outta there. He’s down for the count immediately, [[revivification]] acting immediately. That’s a combat revive. Good for self-preservation, and if the zed was dual-natured, one more for the cause. If not, then odds are the same, but you aren’t risking life or limb. On the other hand, if the zed is a rotter (more on that later), you’ve just wasted a syringe, an action point, and still have an angry shambling abomination in front of you. Also, if he’s a death cultist, or a PKer, there’s nothing stopping him from standing up, giving you both barrels, twice, and taking [[Suicide|the nearest high dive back into the cement pond]]. If you wish to learn more ups and downs of combat reviving, check out its page for more information.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==[[Zombies]]==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==[[Zombies]]==</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Zombies form the meat of this game, not to say that they are more important than survivors, but merely that they are what the game is based around. You can’t have a zombie game without zombies. It just wouldn’t work. But the fact that every one of these is also a player character, this leaves a massive amount of variety in actions undertaken by them. You may have zombies that attack people, or each other, that may swarm buildings, or be biological exhibits, that eat brains or bran (seriously, [[Lockettside_Zombie_Petting_Zoo|I’m not making this up!]]). Some consider it ‘[[Out Of Character|bad roleplaying]],’ others consider it to be just as fitting as PKing is in the game. So again, even with a semi-predictable way for a roletype to be played, there is still much variance in zombies, themselves. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Zombies form the meat of this game, not to say that they are more important than survivors, but merely that they are what the game is based around. You can’t have a zombie game without zombies. It just wouldn’t work. But the fact that every one of these is also a player character, this leaves a massive amount of variety in actions undertaken by them. You may have zombies that attack people, or each other, that may swarm buildings, or be biological exhibits, that eat brains or bran (seriously, [[Lockettside_Zombie_Petting_Zoo|I’m not making this up!]]). Some consider it ‘[[Out Of Character|bad roleplaying]],’ others consider it to be just as fitting as PKing is in the game. So again, even with a semi-predictable way for a roletype to be played, there is still much variance in zombies, themselves. <ins style="font-weight: bold; text-decoration: none;">In addition to the variance in roleplay, there are even variances in organisational structure, where the zombie decides to act for something bigger than itself, or of its own accord with no attachments to any group or cause other than [[Barhah]] and consuming the flesh of the living.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">===[[Horde]]===</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Hordes are groups of zombies generally moving together with a unified direction, if not, a clearly-defined, unified purpose. They are among the most well-organised groups, sometimes coordinating massive actions involving hundreds of undead, such as the numerous [[siege]]s on Malton's [[fort]]s and [[mall]]s. Often zombie hordes will coordinate by utilising both [[metagaming]] and in-game communications, among which include [[feeding groan]]s, [[bellow]]s, and even the movement of the horde itself. The very presence of a sizable horde, combined with feeding groans/bellows, tends to draw numerous, otherwise unaffiliated zeds in their wake. These [[feral cloud]]s have been known to coalesce into massive groups around the core horde, sometimes more than doubling the total number of zombies.</ins></div></td></tr>
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<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">===[[Feral|Feral Zombie]]===</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Feral zombies are, by definition, 'zombies unassociated with any organised group of other zombies.' They tend have 'little access to metagaming information', 'rely[ing largely] on in-game clues to locate viable survivor targets.' In other words, feral zombie is feral. Most zombies are feral, and their combined numbers vastly surpass any organized horde. Their gameplay can be just as varied as the individual that plays them. Ferals may or may not be nomadic, aggressive, opportunistic, merciless, or hungry, but anecdotal evidence seems to suggest that they generally are all of the above. While certain groups define themselves as a 'group of ferals' (such as the [[Feral Undead]]), most ferals pledge no allegiance to anything but brains and Barhah. Due to them being drawn to flares and groans, expect a few to shamble on over shortly after to wherever such events occurred.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">===Griefer===</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Griefers are much less predominant in the zombie communities merely by lack of available actions in the game. Zombies are expected to ‘shamble over that way and tear it up.’ So decading, GKing, RKing, etc. are all very acceptable behaviors for zombies. About all they can do that would be remotely considered griefing is attacking other zombies. This is known as ‘zombie killing’ or:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Griefers are much less predominant in the zombie communities merely by lack of available actions in the game. Zombies are expected to ‘shamble over that way and tear it up.’ So decading, GKing, RKing, etc. are all very acceptable behaviors for zombies. About all they can do that would be remotely considered griefing is attacking other zombies. This is known as ‘zombie killing’ or:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[ZKing]]====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[ZKing]]====</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>ZKing is a potential form of griefing that is caused by one zed attacking another. This is not to say that all instances of ZKing are griefing, but rather that it '''can''' be griefing. Others say it’s free XP, and therefore permissible. Because zeds cannot overcade, nor are any of the ‘standard’ griefing tactics unexpected for your generic zed, the prevalence of zombie grief is not readily visible, regardless of how much takes place.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>ZKing is a potential form of griefing that is caused by one zed attacking another. This is not to say that all instances of ZKing are griefing, but rather that it '''can''' be griefing. Others say it’s free XP, and therefore permissible. Because zeds cannot overcade, nor are any of the ‘standard’ griefing tactics unexpected for your generic zed, the prevalence of zombie grief is not readily visible, regardless of how much takes place.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">Death Cultists are truly in their element as a zombie. If not for the ability of survivors to free run, and get past most barricades, death cultists likely never would be willing to part with their zombie form. And some even don’t.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">===[[Death Cultist]]s===</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Truly in their element as zombies, death cultists are all for the speeding up of the end of the current world and bring [[Zombie Jesus]] clothed in Barhah to secure their spot in his new kingdom. Perhaps a bit faecetious, but still the method is the same: kill the living. Zombie death cultists, other than being right at home, tend to differ little in behaviour from most other zombies. They maim, feast, and kill, annihilating any people or property in their way. But unlike life cultists, who have no skill to cement themselves to life, death cultists can show such devotion to their side by the purchase of such a skill. Those who have shown this dedication, unable to be [[revivification|revivified]] except under the absolute, most select circumstances, are known as:</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"> </ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Brain Rot|Rotters]]====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Brain Rot|Rotters]]====</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Zombies with the skill ‘Brain Rot,’ affectionately known as ‘rotters’ are individuals that have made every effort to embrace [[Barhah]] and prevent themselves from ever returning to life. Brain Rot prevents revivification of the individual under normal circumstances. The only way to be revived is in a powered [[Necrotech Building|NT building]], by an individual with [[NecroNet Access]] (it [[Rot revive|has been done]]). Seeing as there is no way to ‘drag’ zombies to NT buildings, avoiding such buildings allows rotters to stay zombified indefinitely.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Zombies with the skill ‘Brain Rot,’ affectionately known as ‘rotters’ are individuals that have made every effort to embrace [[Barhah]] and prevent themselves from ever returning to life. Brain Rot prevents revivification of the individual under normal circumstances. The only way to be revived is in a powered [[Necrotech Building|NT building]], by an individual with [[NecroNet Access]] (it [[Rot revive|has been done]]). Seeing as there is no way to ‘drag’ zombies to NT buildings, avoiding such buildings allows rotters to stay zombified indefinitely.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>See corresponding survivor article for Parachuting.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>See corresponding survivor article for Parachuting.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">=</del>===[[Life Cultist]]s<del style="font-weight: bold; text-decoration: none;">=</del>===</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>===[[Life Cultist]]s===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Life Cultists generally try to avoid being dead as much as possible, and when death overcomes them they, by and large, behave predictably, consigning their fate to either that of a mrh?-cow or a ZKer. However, there are a very select few that use the opportunities in death for something more.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Life Cultists generally try to avoid being dead as much as possible, and when death overcomes them they, by and large, behave predictably, consigning their fate to either that of a mrh?-cow or a ZKer. However, there are a very select few that use the opportunities in death for something more.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">=</del>====[[Mrh Cow|Mrh?-Cow]]<del style="font-weight: bold; text-decoration: none;">=</del>====</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>====[[Mrh Cow|Mrh?-Cow]]====</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The aforementioned Mrh?-cow is a fascinating phenomenon to observe. It tends to congregate around [[revive points]] uttering the sound for which it was named. These zombie specimens typically standing where they congregate, otherwise comatose, except for the occasional utterance of “mrh?” until they are eventually revived. Hobbies associated with Mrh?-cows include cow tipping that, unlike its real-world counterpart, does not involve any tipping over of cows, but instead emptying both shotgun barrels into its chest. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The aforementioned Mrh?-cow is a fascinating phenomenon to observe. It tends to congregate around [[revive points]] uttering the sound for which it was named. These zombie specimens typically standing where they congregate, otherwise comatose, except for the occasional utterance of “mrh?” until they are eventually revived. Hobbies associated with Mrh?-cows include cow tipping that, unlike its real-world counterpart, does not involve any tipping over of cows, but instead emptying both shotgun barrels into its chest. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">=</del>====[[Loyalist Spies]]<del style="font-weight: bold; text-decoration: none;">=</del>====</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>====[[Loyalist Spies]]====</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The minority of those that aspire to be something more than Zkers or Mrh?-cows while benefit the survivor cause, even in death, have begun to surface. Loyalist spies are the extremely few individuals that have embraced the anonymity of being ‘a zombie’ to gather info about horde movement, size, etc. and relay it to survivor groups through [[metagaming]]. Essentially, a loyalist spy is the life cultist analogue to a zpy.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The minority of those that aspire to be something more than Zkers or Mrh?-cows while benefit the survivor cause, even in death, have begun to surface. Loyalist spies are the extremely few individuals that have embraced the anonymity of being ‘a zombie’ to gather info about horde movement, size, etc. and relay it to survivor groups through [[metagaming]]. Essentially, a loyalist spy is the life cultist analogue to a zpy.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=[[Dual Nature Policy|Dual-Natured]]=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=[[Dual Nature Policy|Dual-Natured]]=</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Dual-natured individuals are probably the most [[In Character|in character]] way to play the game. They behave as generic survivors when alive, and generic zombies when dead. Thus they have no real allegiance to any one life-(or death-)style. These are the survivors zombies hope to kill, to add to their ranks, rather than to the [[revive point]] line. These are the zombies combat-revivers hope to revivify, to fight the zed plague. Often viewed as the 'pure' way to play the game, many will conform to this suggestion, providing a more organic, and overall enjoyable, experience for all parties involved.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Dual-natured individuals are probably the most [[In Character|in character]] way to play the game. They behave as generic survivors when alive, and generic zombies when dead. Thus they have no real allegiance to any one life-(or death-)style. These are the survivors zombies hope to kill, to add to their ranks, rather than to the [[revive point]] line. These are the zombies combat-revivers hope to revivify, to fight the zed plague. Often viewed as the 'pure' way to play the game, many will conform to this suggestion, providing a more organic, and overall enjoyable, experience for all parties involved.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">=[[:Category:Noise Abatement Societies|Noise Abatement Society]]=</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">In my wikisurfing, I ran into three select groups, called 'Noise Abatement Societies' that I thought odd, and couldn't really find a place to wedge them into my guide. So they shall go here. My understanding of these groups' motivation for what they do is as follows: "SHHHHHHHHHH!! You! Yes, you! with your generators and your breathing. Shut up!" Only much less courteously, with subsequent actions speaking much louder and clearer than the preceding phrase. The three NASs are zombie groups unified under the goal of keeping a specific building ruined, and the surrounding area free of 'noise.' Currently there are three groups: [[St._Ferreol's_Hospital_Noise_Abatement_Society|Two of]] [[User:Rosslessness/SFTA|those groups]], of which are working in concert to keep [[St._Ferreol's_Hospital_(Dartside)|Dartside's St. Ferreol's Hospitol]] at a cool '0 dB'. The [[Grandon_PD_Noise_Abatement_Society|third group]] is currently in an embittered battle with noisy survivors over [Grandon_Place_Police_Department_(Brooke_Hills)|Brooke Hills' Grandon PD], which remains, as of this writing, in the hands of the living. All attempts to offer earplugs to the NASs have been met with hostility.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Dealing with People=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Dealing with People=</div></td></tr>
</table>Luke Leimerhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1794980&oldid=prevLuke Leimer: /* Death Cultists */2010-10-13T21:14:33Z<p><span dir="auto"><span class="autocomment"><a href="/index.php/Death_Cultist" class="mw-redirect" title="Death Cultist">Death Cultists</a></span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 21:14, 13 October 2010</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===[[Death Cultist]]s===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===[[Death Cultist]]s===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Death Cultists are those players who believe in the strength of zombies, even in life. They very often resort to <del style="font-weight: bold; text-decoration: none;">griefer </del>tactics to further damage the living. However, there are various death cultists embrace the benefits that being not-dead has to aid their cause. There are a couple varieties of death cultist tactics, pretty much unique to them, in addition to standard PKing, GKing, etc. There are various tactics and stratagems in a game. In this game, very often tactics are polarized into two sets: zombie tactics and survivor tactics. But there are a select few sets of ideas that eclipse this polarisation, that go beyond life and death, or encompass both of them. These are called [[trans-mortal tactics]] and are often used by both kinds of cultists. Since we are dealing with death cultists, who I believe have a more eclectic membership and strategy than life cultists, their trans-mortal tactics will be discussed as follows:</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Death Cultists are those players who believe in the strength of zombies, even in life. They very often resort to tactics <ins style="font-weight: bold; text-decoration: none;">very similar to griefers </ins>to further damage the living. However, there are various death cultists embrace the benefits that being not-dead has to aid their cause. There are a couple varieties of death cultist tactics, pretty much unique to them, in addition to standard PKing, GKing, etc. There are various tactics and stratagems in a game. In this game, very often tactics are polarized into two sets: zombie tactics and survivor tactics. But there are a select few sets of ideas that eclipse this polarisation, that go beyond life and death, or encompass both of them. These are called [[trans-mortal tactics]] and are often used by both kinds of cultists. Since we are dealing with death cultists, who I believe have a more eclectic membership and strategy than life cultists, their trans-mortal tactics will be discussed as follows:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Zombie Spy]]====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====[[Zombie Spy]]====</div></td></tr>
</table>Luke Leimerhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1794442&oldid=prevChief Seagull: spelling2010-10-13T11:51:15Z<p>spelling</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 11:51, 13 October 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l6">Line 6:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Roleplaying is fun. If it wasn’t, then RPG-style games like ‘Dungeons and Dragons’ never would have sold, certain approaches in psychological therapy would not exist, Halloween would be a lot less celebrated, and adult-themed apparel would have a lot less variety. But roleplaying is not for everybody, either. Which leads you to this first step. Do you really want to play this game? It seems like a ridiculous question. That which should be answered by a sonic boom of ‘yes.’ Else, why would you be here, reading this guide to playing this game? But consider: even if you don’t roleplay the character, you are roleplaying yourself. Creating and playing as a character is roleplaying; you can either choose to act as the character you created in your actions, or you choose to act using actions that '''you''' would make. Determine the mindset, the personality of your character first, because whether you play as a nice guy or a badass, or any other personality, determines how you will deal with people, and how they deal with you.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Roleplaying is fun. If it wasn’t, then RPG-style games like ‘Dungeons and Dragons’ never would have sold, certain approaches in psychological therapy would not exist, Halloween would be a lot less celebrated, and adult-themed apparel would have a lot less variety. But roleplaying is not for everybody, either. Which leads you to this first step. Do you really want to play this game? It seems like a ridiculous question. That which should be answered by a sonic boom of ‘yes.’ Else, why would you be here, reading this guide to playing this game? But consider: even if you don’t roleplay the character, you are roleplaying yourself. Creating and playing as a character is roleplaying; you can either choose to act as the character you created in your actions, or you choose to act using actions that '''you''' would make. Determine the mindset, the personality of your character first, because whether you play as a nice guy or a badass, or any other personality, determines how you will deal with people, and how they deal with you.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>==Identity <del style="font-weight: bold; text-decoration: none;">Pereference</del>==</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>==Identity <ins style="font-weight: bold; text-decoration: none;">Preference</ins>==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>A subset of roleplaying is identity preference. What this term describes whether or not you are a [[survivor]] by life, [[Mrh Cow|Mrh?-cow]] in death; whether you like playing in a [[Dual Nature Policy|dual-natured]] manner, or whether or not you take the [[Death Cultist|first high dive off a skyscraper you see]]. Some argue that dual nature is the only way to accurately play the game. Others list ways they think [[zombie]]s are superior to survivors, and vice-versa. Regardless of your attitude towards character class, character type, or overall attitude at the outset, you will eventually finding yourself into one of these three categories: bringing life to [[Malton]], snacking on the brains of the living, or doing both dependent on vitality.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>A subset of roleplaying is identity preference. What this term describes whether or not you are a [[survivor]] by life, [[Mrh Cow|Mrh?-cow]] in death; whether you like playing in a [[Dual Nature Policy|dual-natured]] manner, or whether or not you take the [[Death Cultist|first high dive off a skyscraper you see]]. Some argue that dual nature is the only way to accurately play the game. Others list ways they think [[zombie]]s are superior to survivors, and vice-versa. Regardless of your attitude towards character class, character type, or overall attitude at the outset, you will eventually finding yourself into one of these three categories: bringing life to [[Malton]], snacking on the brains of the living, or doing both dependent on vitality.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
</table>Chief Seagullhttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1794439&oldid=prevDezonus at 11:19, 13 October 20102010-10-13T11:19:49Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 11:19, 13 October 2010</td>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Category: Guides]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Category: Guides]]<ins style="font-weight: bold; text-decoration: none;">{{GoodArticleNom}}</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td></tr>
</table>Dezonushttps://wiki.urbandead.com/index.php?title=Guides:Dealing_with_People&diff=1794434&oldid=prevDezonus at 11:11, 13 October 20102010-10-13T11:11:57Z<p></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 11:11, 13 October 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1">Line 1:</td>
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<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Category: Guides]]</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=Intro=</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[Malton]], you’re going to come across many people. With eighteen thousand, four hundred fifty-four other active characters (at time of writing), and only ten thousand spaces to occupy (fifteen thousand, four hundred fourty-nine, if you count ‘inside’ as separate from ‘outside’) there is, on average, at least one for every [[empty block|empty lot]] in Malton, and two for every [[building]]. Not all alive, not all dead. And with those odds, you won’t be able to go the route of the hermit forever. So what do you do with those people? You deal with them. Interpret that how you like. You can shake their hands, or [[Player Killer|let your axe buried in their frontal cortex say]], ‘No, I don’t want a cup of tea right now,” for you, or just [[Generator Killer|enforce the penalties of not paying their electric bill on the way out]]. You can bask in [[Barhah]] with [[Zombie Dialects|’mah zambah brazzahz’]], or you can [[Trenchcoater|PWN 4LL T3H Z3DZ 4ND 4LLZ T3HZ FR13NDZZ WI7 M4H K474N4Z 7HRU 7H3R N00B1SH SKULLZZZZ LMFAO!!!]] Whether you turn your arms (and/or claws) on zeds, innocents, outlaws, or the vigilantes, you must deal with people. And this guide is not here to tell you what to do, but aid you in the process of discovering your preferential way of dealing with people. You may already know, and that’s fine. Move on, read on, it makes no difference to me. If you don’t know, and don’t care, then the same to you. But if you are wishing to read this for the purposes that this guide was designed for, the by all means have at it. I wish to remind you that these statements are '''''not''''' absolutes, and do not apply to everything, nor do I mandate should they be followed strictly. It’s called a ‘guide’ for a reason. With that note, let’s begin.</div></td></tr>
</table>Dezonus