Difference between revisions of "Talk:News"

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::Looks like you were right! {{User:Chief Seagull/Sig}} 10:41, 22 December 2010 (UTC)
::Looks like you were right! {{User:Chief Seagull/Sig}} 10:41, 22 December 2010 (UTC)
:::Although it's freezing in Monroeville and Borehamwood, the snow isn't heavy enough to leave footprints there. ''sigh''. --{{User:Rosslessness/Sig}} 10:59, 22 December 2010 (UTC)
:::Although it's freezing in Monroeville and Borehamwood, the snow isn't heavy enough to leave footprints there. ''sigh''. --{{User:Rosslessness/Sig}} 10:59, 22 December 2010 (UTC)
::::Anyone had luck finding Christmas Decorations latley? I've done about 150 searches without a single find. {{User:Vapor/sig}} 05:00, 21 January 2011 (UTC)


===29th October===
===29th October===

Revision as of 05:00, 21 January 2011

Discussion Archives

2010

Christmas 2010

Are we getting holiday lights and trees this year? --TheBardofAwesome 00:03, 20 December 2010 (UTC)

I don't know but last year's update came on December 22nd and that's the latest it's happened since the introduction Christmas Decorations. I expect if we get them it will be within the next couple of days. ~Vsig.png 05:13, 20 December 2010 (UTC)
Looks like you were right! ~~ Chief Seagull ~~ talk 10:41, 22 December 2010 (UTC)
Although it's freezing in Monroeville and Borehamwood, the snow isn't heavy enough to leave footprints there. sigh. --RosslessnessWant a Location Image? 10:59, 22 December 2010 (UTC)
Anyone had luck finding Christmas Decorations latley? I've done about 150 searches without a single find. ~Vsig.png 05:00, 21 January 2011 (UTC)

29th October

Pumpkins - check. Candy - check. Defile graffiti - HEH, THAT'S REALLY NEW! Heh, I can defile graffiti! -- Spiderzed 12:52, 29 October 2010 (BST)

Also note that the defiled characters are red in-game, something that Dumbwit doesn't translate into its recording. (Will have to grab Scoth about this one...) -- Spiderzed 13:01, 29 October 2010 (BST)
No fog this year :( But Defile is cool. I hope Kevan keeps the mechanic after the holiday passes. ~Vsig.png 17:25, 29 October 2010 (BST)

I noticed I can gesture at "a zombie" and "other zombies", is that new? Defile is most excellent. ~m T! 00:39, 30 October 2010 (BST)

Also, Defile costs no Ap.--User:Yonnua Koponen/signature3 01:16, 30 October 2010 (BST)

For me, it cots one. --VVV RPGMBCWS 01:39, 30 October 2010 (BST)
EVidently he has remedied this.--User:Yonnua Koponen/signature3 10:13, 30 October 2010 (BST)

After some thought, I've decided that defile was not a good implementation.

  • It's a zombie skill that predominantly helps survivors. - All graffiti is equally vulnerable, be it information or disinformation, survivor propaganda or zombie propaganda. Since only one zombie person who is dead needs to want it defiled and all others can do nothing to stop them, pretty much all graffiti, other than that behind barricades, becomes quickly defiled. The problem is, that only hurts zombies. There's nothing they can do (without being revived) to find out what it says or make it available to the undead public. Survivors, on the other hand, need to spend a mere one AP to reveal the message in full. Essentially, you can only read graffiti now if you're either in a barricaded building or have the survivor-exclusive ability to clean it off.
  • Would you like a second opinion? It is also ugly! - I see no reason to just swap half the letters for the red characters. It would be much cleaner to just say Someone has spraypainted something here, but it's been obscured by dried gore.
  • Graffiti is fun! - Stop making it harder and harder to communicate through paint! Grr! Argh! *shaking fist* It's completely in-genre, and one of the best ways people share jokes! Somebody has spraypainted onto the wall. I repeat, somebody has spraypainted onto a wall.

I know the idea is as old as doors, but it just doesn't meet it's expectations. --VVV RPGMBCWS 04:36, 2 November 2010 (UTC)

You realise that the point in half the characters still being visible is that zombies can click "for one AP" and when it shuffles, they'll have a good idea what it says anyway.--User:Yonnua Koponen/signature3 08:09, 2 November 2010 (UTC)

6th October

That is totally awesome. I love xkcd. Aichon 06:38, 6 October 2010 (BST)

We are there! Ahahaa :D That is Urban Dead History! Let's hope Kevan see this! --DiSm ~ T 09:01, 7 October 2010 (BST)
It took a while to find but yes, there we are - the small vaguely Britain-shaped island off the coast of WoW. ~~ Chief Seagull ~~ talk 09:34, 7 October 2010 (BST)
And another game I play is a small peninsula between MMO Isle and CDC Games. ~~ Chief Seagull ~~ talk 13:39, 7 October 2010 (BST)

16th August

Great update. New skills for survivors and zombies. Yay! --TheBardofAwesome 12:02, 16 August 2010 (BST)

Nice skills! --DiSm ~ T 12:10, 16 August 2010 (BST)

Do you have to buy any of these skills? How does the change to both Feeding Groan and Tangling Grasp work? I would check, but I played before the update was applied. -- Rahrah is pumped that he's going to lose another Manhunt. 13:39, 16 August 2010 (BST)

Bellow is a new skill. Tangling grasp not. Not sure on TG yet. Been blowing ap on the safehouse option. --RosslessnessWant a Location Image? 13:41, 16 August 2010 (BST)
From meager testing it appears that Tangling Grasp in dark buildings loses grip on a miss far less or not at all. If so it's a really nice improvement without being unbalancing and should encourage survivors to keep defenses up. -- Kate
(ec) Zombies' Bellow is a sub-skill of 'Feeding Groan', and survivors have to buy the military skill 'Scout Safehouse'. Garum 13:43, 16 August 2010 (BST)
There are two other zombies here, all of them from your horde. You recognise.... Thats new..... --RosslessnessWant a Location Image? 13:45, 16 August 2010 (BST)
Ooh I like that. Nothing to be done! 18:22, 16 August 2010 (BST)

It's nice, but still pretty meager, in the meaning that I don't expect this changes how the game is played overall. Is the safehouse bonus for survivors only? And what with that 5AP bonus? Is the cap raised to 55 now? (in safehouses) Questions, Questions. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:14, 16 August 2010 (BST)

Hope it's not a cap raise to 55, I don't think I've ever let it reach 50, faster AP regen would be ideal. --    : : : : : : : : : : : : : : : : 14:36, 16 August 2010 (BST)
Haven't tried yet. 30AP is really hard to swallow! And Z's should be attacking all building now, as survivors all lost 30AP to test their new skill ^^ When you have 1AP and you enter your safe house... Do you now have 6AP? If your within the safehouse with 1AP and you go out, do you find yourself with -4? hum. This deserves more empirical testing. ---DiSm ~ T 14:48, 16 August 2010 (BST)
I suspect its gradual, ie. for every 10 ap you regen, you get a bonus one, or something. -- 15:02, 16 August 2010 (BST)
Either way it seems expensive. And survivor only. Zombies should get a similar benefit for keeping their home building ruined. It might even spawn some kind of zombie group whose only purpose was to keep a building ruined. --RosslessnessWant a Location Image? 15:13, 16 August 2010 (BST)
DS.--User:Yonnua Koponen/signature2 15:20, 16 August 2010 (BST)
DS#Please_Read_Before_Posting Final point. --RosslessnessWant a Location Image? 15:23, 16 August 2010 (BST)
Grumble mumble. But I want it NOW!--User:Yonnua Koponen/signature2 15:28, 16 August 2010 (BST)

Holy shit on a stick. New things happened that weren't decorative. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:06, 16 August 2010 (BST)

So, i bought the skill and tryed to scout the building. I received this message You spend some time clearing sight lines, and surveying and memorising the layout of the building. You have run out of Action Points. The last part is because i clicked having 15 AP and now i am a -15 AP!!! Don't know if it's a bug or not. Besides i think it will be something like that every 1AP action that you do inside your safehouse has 1/10th probability to be free of AP cost. --MamaMantis 19:00, 16 August 2010 (BST)

You move quickly through your safehouse. You search and find nothing. I spent no ap with that action. I think the supposition of the 1/10th probability has to be verified, but it's more or less correct. --MamaMantis 09:29, 17 August 2010 (BST)
Not a bug, there are many other ways to get into negative AP --~~~~ [talk] 19:29, 16 August 2010 (BST)
Allow me to introduce you to Big Game Ruin Hunting, and the Extreme Repair Gallery, for starters. --Akule Maker of fine, hand-crafted UDWiki sass since 2006 -- Akule School's back in session™ 21:02, 16 August 2010 (BST)

The safehouse setting-thang seems to be a sort-of equivalent for long standing ruins caused by zombies. Interesting.--  AHLGTG THE END IS NIGH! 22:22, 16 August 2010 (BST)

I couldn't do a screenshot but if you scout you sometimes get a note saying you move quickly around your safehouse. I got it twice while searching and it seemed to not use up AP, though I'm not 100% sure fully.--Dragon fang 03:17, 17 August 2010 (BST)

Correct! Just tested that, I did indeed not use an AP when that message appeared. - User:Whitehouse 03:21, 17 August 2010 (BST)
Oh really? Then this update just got a lot more pointless. Honestly, if bonus AP can be only used inside the scouted building, then there is no point in ever picking a building that isn't a Mall or TRP where a survivor spends most his time searching and (possibly if it works) killing. A shame really, since this only further diminishes the impact this update has on the game. Probably have to wait for another 2 years before a real update too :( I would prolly take this back if you had the same effect mentioned above in an in-door revive point.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 10:33, 17 August 2010 (BST)
Especially if it was a junkyard. --RosslessnessWant a Location Image? 10:34, 17 August 2010 (BST)
Oh, that would be just cruel in an OP way. Survivors aren't likely to be that lucky unless Kevan programmed the effect to any action in a building rather then a specific action. Meh, now that the searching effect has been confirmed, I'm going to try killing before checking reviving. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 10:42, 17 August 2010 (BST)
I can confirm barricade works in the same manner: "You move quickly through your safehouse. *barricade action*"--Umbrella-White.pngThadeous OakleyUmbrella-White.png 10:45, 17 August 2010 (BST)
If revives work, they could well just cost 9AP rather than 10.--User:Yonnua Koponen/signature2 10:49, 17 August 2010 (BST)
the way it seems this is good for sieges? killing zeds that get in and barricading perhaps? but its actual usefulness is yet to be tested:::: >LLednecroturn<

Found another unmentioned update. In drop-down lists, when it used to default to the first thing in the list, it now appears to show "---" instead as the default.--User:Yonnua Koponen/signature2 23:59, 17 August 2010 (BST)

Eeeeexellent. ᚱᛁᚹᛖᚾ 06:02, 18 August 2010 (BST)

Not sure what happened during the night, but now I have no Scout button whatsoever. --    : : : : : : : : : : : : : : : : 12:28, 18 August 2010 (BST)

  1. Was the building ruined?
  2. Did you die?
  3. Are you a zombie?
  4. Are you in your safehouse?
--User:Yonnua Koponen/signature2 12:32, 18 August 2010 (BST)

For those of you who are still curious about the scouting part of the update, there's a pretty good article about safehouses that answers most of your questions.--GANG Giles Sednik CAPD 12:39, 18 August 2010 (BST)

Aha, thanks Yonnua, yes, hadn't set building as my safehouse, didn't realize that was necessary. Button immediately reappears. --    : : : : : : : : : : : : : : : : 12:46, 18 August 2010 (BST)

Not sure if this still needs confirming, but You move quickly through your safehouse. You attack ### and miss. --~~~~ [talk] 17:11, 18 August 2010 (BST)

Found another new thing - "the floor is slick with pools of blood". Am pretty sure that's a new bloodstain description, right? --    : : : : : : : : : : : : : : : : 19:03, 20 August 2010 (BST)

Afraid not. Bloodstains --RosslessnessWant a Location Image? 19:27, 20 August 2010 (BST)
You obviously haven't been around enough carnage. Tongue :P ᚱᛁᚹᛖᚾ 07:07, 21 August 2010 (BST)

The free action in a safehouse works on texting too. Though that seems abit out of the flavor of the skill.--Dragon fang 07:26, 21 August 2010 (BST)

Perhaps it should be "You sit cozily in your safehouse." --VVV RPGMBCWS 07:32, 21 August 2010 (BST)

16th August - Bellow

Got the message yet? Heard the message yet? --RosslessnessWant a Location Image? 11:46, 21 August 2010 (BST)

You heard a loud bellowing 2 blocks to the east and 9 blocks to the north. Bolded text is present in-game. Nothing to be done! 01:52, 22 August 2010 (BST)
Parachuted a rotter into a hospital. Bellowing costs 10AP, and brings up this: You bellow threateningly, your call echoing around the room. It's quite possible that the text would be different if the cades had been down. Nothing to be done! 02:19, 22 August 2010 (BST)
I couldn't find this info anywhere else. If you happen to Bellow while inside a caded building, does anyone know if it can be heard outside? After breaking into a hospital I had cades raised around me before I could bellow. I got the text You bellow threateningly, your call echoing around the room. Did I just waste 10AP? ~Vsig.png 23:34, 14 September 2010 (BST)
I imagine it's the same as feeding groan, where the text is slightly different to tell you that it's coming from behind cades. Nothing to be done! 23:40, 14 September 2010 (BST)
K, that's cool. Well if anyone's reading this and is in the Dartside area today, look for a bellow that's slightly different than the rest. I'm wondering what the flavor text is. ~Vsig.png 23:47, 14 September 2010 (BST)

16th August - Tangling Grasp

Any raw data we can work out the effect with? --RosslessnessWant a Location Image? 11:46, 21 August 2010 (BST)

2nd August

Early August? As in, October? --User:Hector von Tyson

October? I don't even know her! --~~~~ [talk] 18:18, 5 August 2010 (BST)
Would love to know what this will all be about... Do we have the slightest clue? There's really tons of "peer reviewed things" but it's useless, almost none of them are implemented. No matter how cool a change could be ^^--DiSm 12:58, 8 August 2010 (BST)

3rd July

Cardboard hats? Definitely appropriate!

Looking forward to the further changes. --Alcatraz311T|ACC|A45 22:00, 3 July 2010 (BST)

According to a Brainstock post, something is coming "in mid-July". (Take the date with a good soup ladle of salt, as usual...) -- Spiderzed 22:45, 3 July 2010 (BST)
Or you could just take him at his word when his news for today says that updates are coming later this month. ;) Aichon 23:27, 3 July 2010 (BST)
I'll only trust in the date once I _really_ can hold my long awaited magical crucifix that can turn undead and shoot 170dam laser blasts at all zergers within 19 blocks :D (Or whatever else it's going to be.) -- Spiderzed 23:49, 3 July 2010 (BST)
I predict the future...UD Updates -- Alcatraz311T|ACC|A45 13:02, 7 July 2010 (BST)
I couldn't agree more Alcatraz. People don't know what they want and when they do, they bitch and moan about it until someone is fed up with the whining and caves into their demands.
Personally, I'm fine with the way things are. Do I wish there could be a few alterations to the game like people learning to lock doors and wash clothes and accessories instead of discarding them for clean? Yeah, sure I do, but it's not that big of a deal. --TheBardofAwesome 06:50, 23 July 2010 (BST)

5th February

Outside of buildings seem to have descriptions now.

"You are standing outside the Maine Building, a derelict yellow-stone building with stern gargoyles along its guttering."

--Lt.G Deathnut | TheStayPuftMan 03:34, 6 February 2010 (UTC)

22nd January

Snow is gone. --RosslessnessWant a Location Image? 20:32, 22 January 2010 (UTC)