Talk:Dual Nature Policy: Difference between revisions

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:Actually, something more like "be what you are" would do the trick. It's primarily about playing from the mindset of your current state. Zombies wouldn't placidly line up for shots, and most people, when brought back to life from zombiedom, wouldn't commit suicide off the bat. {{User:Kalir/sig}} 04:46, 11 September 2007 (BST)
:Actually, something more like "be what you are" would do the trick. It's primarily about playing from the mindset of your current state. Zombies wouldn't placidly line up for shots, and most people, when brought back to life from zombiedom, wouldn't commit suicide off the bat. {{User:Kalir/sig}} 04:46, 11 September 2007 (BST)
::It also involves acting on the side that you are on. For example, I once ran into someone who when dead, still fights other zombies, but said he was into Dual Nature. That's being a life cultist, not dual nature. Death cultists are not dual nature either, they've picked a side and stuck with it. Dual nature is busting cades and killing survivors when you're a zombie, and cading, reviving, healing, maybe some trenchcoating, when you're alive. --[[User:Cman yall|Cman yall]] 06:08, 11 September 2007 (BST)
::It also involves acting on the side that you are on. For example, I once ran into someone who when dead, still fights other zombies, but said he was into Dual Nature. That's being a life cultist, not dual nature. Death cultists are not dual nature either, they've picked a side and stuck with it. Dual nature is busting cades and killing survivors when you're a zombie, and cading, reviving, healing, maybe some trenchcoating, when you're alive. --[[User:Cman yall|Cman yall]] 06:08, 11 September 2007 (BST)
== #7 ==
Despite not being an "official" organization Dual Nature is, as of this writing, #7 in the [http://www.urbandead.com/stats.html group rankings.]  We're beating out the U.S. Army Infantry, the MFD and the MPD, the Randoms, the Zookeepers, THEM, and a plethora of other notables.  I think this is pretty much awesome.--[[User:Jiangyingzi|Jiangyingzi]] 08:29, 31 October 2008 (UTC)

Revision as of 08:29, 31 October 2008

Invitation for dinner at Fort Perryn

Dear friends, i'm proud to invite you to the feast, we, ferals, are going to have there in next few weeks. Also, many major survivour groups are invited too, so siege promises to be not only tasty but also challenging. -—The preceding unsigned comment was added by Markel (talkcontribs) at 16:10, 16 April 2008.

The Returners are in. All one of us... -Ornithopter (Talk | contribs) 22:30, 16 April 2008 (BST)

==brainROT RUM ☣ == It might seem odd that a group of PKers with brain rot supports this policy. Clearly we go out of our way to obtain revives, right? Well, yes and no- we'd be tearing down barricades on NTs even if we were zombies, and we'd be reviving our buddies if we were survivors. We just happen to do both at the same time. Indeed, by showing survivors that brain roted survivors are a threat to thier safety, we hope to show that brain rot is not a debilitating skill for survivors. And if all survivors had brain rot, the game would indeed be much more truely dual natured...
SIM Core Map.png Swiers 21:46, 17 August 2007 (BST)

You make a good point, I admit. Perhaps DN is aimed more at those without a group to assist them. Still, the conditions to revive one with Brain Rot are even less likely than the oft-scorned combat revive. I admire your willingness to obtain skills that restrict your Dual Nature. My main gripe, I suppose, involves the metagaming present. The metagaming mentality regarding revive points and combat revives was what originally brought this policy into Malton. Rest assured, though, that I will not scorn you for your decisions. Those are yours alone. Kalir FTW! Z/S UD Potato Words 18:27, 18 August 2007 (BST)

Supporters

I think that players should be linked to their user page instead of profile. If he wants he can have profile link in there. Also could you remove those messages telling how you started it, because it makes the whole policy to look more like some cry for attention.. You can keep in on your user page if you want. --Niilomaan GRR! 10:55, 11 August 2006 (BST)

Oh yeah.. I disagree with the no-revive-points -thing, but other than that, this is pure gold in the basket. --Niilomaan GRR! 11:52, 11 August 2006 (BST)
'Kay, on it. And should NecroTechies make full use of their syringes, then revive points may not even be needed. --Kalir 02:34, 13 August 2006 (BST)


This is a great idea, and the lack of people using it has been bugging me since I joined. Currently, I have three characters, and only one embraces his dual nature--so far. He has three zombie skills, and two survivor skills, and is currently a survivor.

It just bugs the hell out of me the way people refuse to behave in-character. Yet, it's hard to play this way, when no one else is willing to. -Timzor 05:53, 19 March 2007 (UTC)

I like this policy so much I'm changing all my characters' group to "Dual Nature" --Cman yall 03:50, 24 March 2007 (UTC)

You can put me down as another firm supporter of this. It's nice to see that other people are playing the game as an MMPORG as opposed to just a wargame with zombies. In fact, I deliberately target people running revive points for my PKing. I'm aware this a more severe approach than the policy requires... --Black Mask 15.50, 08 June 2007 (UTC)

I agree with this to a degree. With my survivors I tend to work on a 'self control' theory. When killed, they tend to try and get revived, and avoid attacking survivors and barricades. At least to start with. Initially, my survivors have residual self control, they do not want to endanger those the care about. This may go against 'the movies', but then, so does a lot of UD. The longer they've been dead for, the harder it becomes, until such time as they will attack, first out of anger, then out of indiscriminate need for brains.

My Zombies are both brain rotted, so the way I figure it, they're not right in the head, even if they do get revived (happens more often then you'd think...). So, all bets are off with them and how they behave alive. Chances are good though, that they'll be doing things survivors would prefer they didn't tho!

I like the idea of this 'policy', but will continue to play my own way, as I suspect most players will. Good luck tho'! --Roadie 13:40, 11 June 2007 (BST)

The main point of this, aside from encouraging people to cease being so inflexible with their characters, is to encourage RP. Your characters all seem to fit with this (even the rotters) so I'm all right with your way of playing. More power to ya. Kalir FTW! Z/S UD Potato Words 07:42, 13 June 2007 (BST)

I'm down with this. Haemolacria may dig it once I've developed her enough through RP. (My others less so.) ;) But I'm a sucker for this kind of approach to life, let alone UD. Animi 06:48, 14 June 2007 (BST)

Alternate stance on revpoints

Perhaps one could check the ratio of zombie to human skills before reviving. If there's many more zombie skills than survivor, give them precedence over someone with equal amounts, which in turn should come first over someone with few to no zombie skills as compared to survivor skills. Still balances the two, although it takes some of the "natural course of events" feel from the policy. Alternatively, simply don't revive people if they have many more survivor than zombie. Helps them progress their dual nature, rather than just going "Oh dear, I died. Time to go moo at a revive point instead of going out and making the most of the situation." --Kalir 02:29, 28 August 2006 (BST)

Hurrah for Dual Nature

What is Dual Nature? Dual Nature is never looking for a revive. Dual Nature is never dying in vain. Dual Nature is taking a bullet to the head, a syringe to the neck, or a bite to the throat, and smiling about it. Dual Nature is about logging in each day and knowing that whichever side you're on is the right side, and the right side is whichever side you are on. Dual Nature is about smashing down the same barricades you worked to defend yesterday, and then building them back up tomorrow. It is about eating survivors, and killing zombies. It is about change. It is about roleplaying. It is about realism.

Dual Nature leaves no room for fear. It makes PKers irrelevant. It helps you realize that life and death are a joke, and it helps you laugh about it.

Dual Nature is about Urban Dead, and Urban Dead is about Dual Nature.

Timzor, you make a damn fine propagandist. Kalir FTW! Z/S UD Potato Words 06:59, 7 June 2007 (BST)

Summing up

Could the policy be summed up as "No Mrh?ing, no suicide," or something similar? It'd be nice to have a simple summary / motto for Dual Nature.--Jiangyingzi 23:30, 10 September 2007 (BST)

Actually, something more like "be what you are" would do the trick. It's primarily about playing from the mindset of your current state. Zombies wouldn't placidly line up for shots, and most people, when brought back to life from zombiedom, wouldn't commit suicide off the bat. Kalir FTW! Z/S UD Potato Words 04:46, 11 September 2007 (BST)
It also involves acting on the side that you are on. For example, I once ran into someone who when dead, still fights other zombies, but said he was into Dual Nature. That's being a life cultist, not dual nature. Death cultists are not dual nature either, they've picked a side and stuck with it. Dual nature is busting cades and killing survivors when you're a zombie, and cading, reviving, healing, maybe some trenchcoating, when you're alive. --Cman yall 06:08, 11 September 2007 (BST)

#7

Despite not being an "official" organization Dual Nature is, as of this writing, #7 in the group rankings. We're beating out the U.S. Army Infantry, the MFD and the MPD, the Randoms, the Zookeepers, THEM, and a plethora of other notables. I think this is pretty much awesome.--Jiangyingzi 08:29, 31 October 2008 (UTC)