User:Linkthewindow/Newbies Guide(draft): Difference between revisions

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Safehouse Rating: 1/5 (Only a backup)
Safehouse Rating: 1/5 (Only a backup)
'''Other [[Large Buildings]]'''
Pros: None of them are TRPs and have minor novelty value.
Cons: Zombies like the novelty value too. Since they are not TRPs, cades are not checked as frequently, and less survivors acting as a meatsheild.
Conclusion: Good novelty value, but a decent safehouse.
Safehouse Rating: 2/5 (Novelty value, but zombies like them.)

Revision as of 14:07, 7 October 2008

Note to any prospective editors: Please don't edit this yet! I'm just writing this as a draft of what I may submit to the page on guides. If you have any suggestions, please use the discussion page.

Newbies have a tough time in Malton. Everyone knows that, and having just left the "newbie" phase to enter the "seasoned player" phase, I thought I might leave my thoughts on basic survival strategy in Malton, advice on what to do if you are dying, and most importantly, how to achieve a reasonably high level. Urban Dead is not a difficult game if you have a basic education in how to survive.

This guide will be structured first as a walkthrough of levels 1-4, then as some more general information on what you should carry, where the action is (in-game, that is) and how to not get on every zombies, Pkers and groups hit list (ie: a guide to surviving player politics.) A guide to safehouses will be in here somewhere as well.

Finally, in the words of The Hitchhikers Guide to the Galaxy: Don't Panic! Also remember that death is never permanent. Someone can shoot you, chop you up with an axe, and even digest you, and you will still be fine (once you get a revive.) So without further ado, lets get started.


Your First Day

Your Starting Location

Before you do anything else, check where you have started out. This depends on your choice of class (for example, Doctors start in a hospital.) If the barricades are at very strongly barricaded (referred to as VSB from here on) and the building is populated, its worth remembering. Sleeping in a tactical resource point is stupid for anyone with Free Running-they are a target of zombie break-ins and people only do it if they want to defend the buildings (ie: dam tactics.) At your level though, you don't have much choice. All safehouses are barricaded extremely heavily (EHB,) so you won't be able to enter without Free Running.

If the building is barricaded EHB, you might want to spend your first day searching for items you will need later on (obviously starting class dependent) and sleep in the safe(er) building. If you want XP however, venturing outside is something you will have to do.

Getting your first XP's

Once you have checked your starting building's barricade levels, you'll want to start getting some XP. XP is the way you get skills, and getting skills is how you advance in the game. For most characters, getting XP needs using disposable items (FAKs, ammo,) so you will spend a large amount of time searching (boring, I know.) If you started as a firefighter however, you have a fire axe. A fire axe doesn't need ammo, so you can happily kill zombies without searching every few days. Below are the best ways to get XP (when starting) for all classes.

Military:

Private: Find ammo in police departments. Chances are you will find a few extra pistols as well. Keep them and go out and kill zombies. Unless the suburb you are in is under attack, killing zombies out in the street isn't a problem-it's the only way to get XP. If the suburb is under attack, try getting the local zeds out of survivor buildings.
Medic: A bad starting class, so don't choose it. If you did however, the only real way to get XP is by getting first aid kits from hospitals and then randomly healing survivors. If you are lucky, then you will find someone injured (start healing from the bottom of the stack, as those people are more likely to be injured.)
Scout: Not a brilliant starting class. Best way to gain XP is by healing, so follow the tactics listed above for medics.

Scientist:

NecroTech Lab Assistant: Use your DNA Extractor to extract DNA from ferals. You will get 4XP per DNA extracted, and you won't need to use any disposable items. You will also help out more experienced survivors with NecroNet Access so they can track zombie movements. Try to go to a moderate (yellow) suburb-there will be lots of zombies (and a bit of danger too.)
Doctor: You can detect if survivors have an injury (their HP is listed next to their name.) This means that healing is very easy-ether stay at a hospital and heal those who come, or visit the local VSB buildings (this becomes easier with Free Running.) XP gain is slow in green and moderate in yellow suburbs, but there are lots of injured in orange suburbs and at besieged malls-however their is a lot of danger (and you probably won't be able to enter them anyway.) However, be sure to search for FAK's at local hospitals.

Civilian:

Policeman: Pretty much the same as the Private, search for ammo, and kill local zeds.
Firefighter: Use your fire axe to kill the local zeds. The strategy here is the same as that of the Private, but you won't need to search for ammo.
Consumer: A bad starting class. Use the same tactic as the Medic, heal random people and find some FAK's.

Ending your first day

Simply, make sure you are in a VSB building-they may be hard to find, but thats because the survivor community overbarricades them (shame...) Remember, once you log out, you continue to exist in the game world, so don't end your day on the street. Also try to end your turn in a populated building, as they provide a "safety in numbers" against the zombies. Sure, it's cold, but so is a zombie apocalypse.

Your First Few Levels (1-4)

What skills to get?

In one word, the first skill you should get (with a few exceptions dependent on class) is Free Running. Free Running allows you to get into those elusive EHB safehouses, by running into them from an adjacent (usually VSB) building. However, if you started as a Medic, Scout or Civilian, you may be better off getting diagnosis, as that will make healing a LOT easier.

After Free Running, it's pretty dependent on starting class. Here are some suggestions for each class:

Military:

Private:
Pistol Training: Pistols are a lot more common then shotguns, so go the pistols route first.
Advanced Pistol Training: A logical follow-on from the above. A 65% hit rate makes ammo wastage a lot less.
Medic:
Diagnosis: Makes AP-wastage from healing non-injured survivors nil. However, the 150AP asking price is a lot.
Shopping then Bargain Hunting: Makes finding those FAK's a lot easier. Be sure to get free running first though.
Scout: Same as medic. Note that you won't have to bother about getting Free Running (a big plus.)

Scientist:

NecroTech Lab Assistant:
Lab Experience: Allows you to revive survivors. Not a brilliant source of XP, but it will get you in the locals good books. Be sure not to combat revive however.
Diagnosis: Opens up a second XP-gaining option by allowing you to heal as well.
Doctor:
Shopping: Because the find rate for FAK's in malls makes hospitals look silly by comparison.
Bargain Hunting: A logical follow-up from the above. Makes the FAK find rate 50%

Civilian:

Policeman: Same as Private.
Firefighter:
Hand-to-Hand Combat: Makes killing zeds a lot easier, and makes it statistically possible to kill one zed a day.
Diagnosis: Opens up another XP-gaining path in healing. Useful in a big siege and when there are few zeds around.
Consumer:
Diagnosis: Makes AP-wastage from healing uninjured people nil.
Bargain Hunting: Ups the find rate to 50% in malls.

Surviving as a newbie

Alright, this will be the final section before the general guide. I might add a bit more later if I see fit. As a newbie, the things that applied to finding a safehouse still apply, except now (with Free Running, hopefully) you can use the EHB safehouses, that where previously inaccessible. Generally, you should always spend the night in a non-TRP (tactical resource point) building (such as towers, clubs, etc.) Zombies know that survivors like to inhabit these buildings, but prefer to attack TRP's as lower-level players and silly survivors live there. Even in a green (safe) suburb, TRP's are targets of Pkers.

Another general tip is to make sure you always have a first aid kit on hand. This is so if you get infected, the infection can be cured quickly, instead of having to wait for a doctor or find one (consuming precious HP.)

Finally, don't be a jerk. This point is expanded on later, but it's important and needs reinforcing. Survivors won't like you if you destroy there generators and radios, and will probably put you on a DNR (Do not Revive) or a KOS (Kill on Sight) list. Finally, don't spam chat messages and radio messages. Survivors won't kill you, but you will get a bad reputation (and perhaps earn the attention of a passing Pker.)

Survival of the Fittest-General Survival Tactics and Strategies

This section will make up a fair portion of the guide. Here, is where basic survival tactics, many of which are common knowledge are kept. There is also some "unorthodox" survival strategies and a section on surviving player interaction and not getting on the DNR/KOS lists for local survivor groups. So, without further ado:

Choosing a Safehouse

The title implies that you must choose a safehouse and stick with it. This is far, far from the truth. In my case, I'll rarely stay in the same safehouse two nights in a row. However, at the same time, don't be afraid to. Generally, if you survived one night in a safehouse, you'll be fine for another. However, spending long periods of time in a safehouse isn't a good idea-soon a local minihorde will catch onto you, or randomly stumble upon you.

Basic Criteria

All safehouses should (preferably) meet all the following conditions. If you are in a safe suburb (or even a moderate one) any barricaded building will do, as the lack of zombies means a break-in is unlikely. However, always be alert of Pkers. All safehouses should:

  • Be Barricaded: Obviously. Unless you are Hiding In Plain Sight, your building should have barricades. Don't be afraid to do some barricading yourself, if you want to.
  • Not be a TRP: Zombies love TRPs, as they know that silly survivors hide in them. Pkers love them even more, as there are lots of survivors for a "high profile" kill.
Note that NecroTech buildings and malls are frequent targets (Malls frequently find themselves under siege.)
  • Be populated: The maths is easy. If you are the only person in a building, then there is a 1:1 chance that an attacking zombie will attack you. If there are two characters in a building, then there is a 1:2 chance. And so on. Sure, it's cold, but so is living.
Ironically, TRP's are highly populated. However, staying in them is still dumb as zombies know that survivors are there and will break-in.
Note that a highly populated building, when broken into, will attract ferals via feeding groans. In a safe suburb, this isn't really a threat. In a dangerous suburb, this could mean the difference between life and death. However, IMO, the "meatsheild" effect mitigates the "feeding groan effect."
  • Not be a church or junkyard: If you have to hide in one, that is usually fine. However, they don't have doors so a low-level zombie without Memories of Life can break-in easily.
  • Be a dark building: Makes an attacking zombie fight just a little harder to kill you.

Individual Building Types ranking

Here is where I rank each building based on the criteria above, my own experience and "other factors" (stated in the description.)

"Descript" Buildings (TRPs, etc.)

Malls

Pros: Malls are easily the best TRP in game, where nearly all items can be found (be sure to see Mall Search Odds for more details.) Although raiding a mall and retreating to a nearby safehouse is ideal, if you need that extra item before tomorrow... Malls are full of varying character types-ranging from friendly doctors who will heal you without you asking, to dangerous Pkers and Gkers. Most malls have been the site of at least one-so if you like your Maltonian history and want to say "I spent a night in Caigar"-then why not? There are also large numbers of survivors there, effective as a meatsheild and they will frequently check the barricades.

Cons: A major target for zombies. Ferals will often attack the barricades and they occasionally break in, infecting all that are inside. Major hordes frequently lay siege to them, and a lot of luck is needed to survive a mall siege. Passing Pkers also like the "high-profile" kill allowed by a mall, and the generators are frequently attacked by Gkers. Also, malls are a favorite hangout of trenchcoaters and talk spam. Malls are always kept EHB, so it's not a place for non Free Runners.

Conclusion: A good TRP, and worth looting (assuming you have Shopping and Bargain Hunting.) However, staying a night in one should be avoided, as Pkers like malls and zombies break in occasionally. Just retreat to a nearby safehouse (unless you are acting as a meatsheild-doing survivors a favor.)

Safehouse Rating: 2/5 (Good in a safe suburb, but don't stay in one in a dangerous suburb.)

NecroTech Buildings

Pros: None, really. Although there might be a helpful doctor that might heal you, it's not too much of an effort to free run to a nearby square. Barricades are generally looked after as it is a very important TRP.

Cons: Many. Scientists inside usually can't fight until their higher levels, and can't defend. Zombies know this and exploit it, as well as the fact that NecroTechs keep survivors alive through revives. They are a very important TRP for that reason.

Conclusion: Unless you are acting as a meatshield (good on you,) free run to a nearby square and save yourself some trouble. NecroTechs are where zombies spend most of their time trying to get into. Note that they are especially dangerous when a nearby mall is under siege, as zombies take out NT's so survivors can't revive their fallen comrades.

Safehouse Rating: 0.5/5 (Only if you really have to.)

Police Department

Pros: Survivors inside are generally fighters, and will defend the building if attacked. There are no healers however. Again, the barricades are watched as it's a TRP. A decent source of ammo outside of malls.

Cons: Trenchcoaters like Police Departments, and so do zombies (as it's a TRP, and a ammo source.)

Conclusion: A decent safehouse. You can be sure it will be defended, but again, its a TRP and a zombie magnet.

Safehouse Rating: 2/5 (At least it's defended.)

Hospital

Pros: Friendly survivors inside who will heal you, and a decent source of first aid kits. Barricades usually kept stable as it's a TRP.

Cons: Wounded survivors inside attract zombies and Pkers, as well as it's TRP status.'

Conclusion: Good if you are injured and have no FAKs as doctors will heal you.

Safehouse Rating: 2.5/5 (Free heals, anyone?)

Auto Repairs and Factories (grouped due to similar use)

Pros: A source of fuel cans and generators. Survivors check barricades, and not as "descript" as other buildings in this category.

Cons: Still a TRP, and zombies will check inside if they have nowhere else to go. Almost always lit.

Conclusion: A good safehouse if you have nowhere else to go. As always, an undescript building is better.

Safehouse Rating: 3.5/5 (Pretty undescript, but still a TRP.)

Forts

Pros: None, really. Always pretty defended, and FAKs and ammo can be found inside.

Cons: Trenchcoater haven, and also a Pker haven. Since the cades can only be kept at VSB (to allow survivor entrance,) zombies check inside. They are frequently overbarricaed, so you may be lucky to get inside.

Conclusion: Again, only in extreme circumstances.

Safehouse Rating: 1/5 (Only a backup)

Other Large Buildings

Pros: None of them are TRPs and have minor novelty value.

Cons: Zombies like the novelty value too. Since they are not TRPs, cades are not checked as frequently, and less survivors acting as a meatsheild.

Conclusion: Good novelty value, but a decent safehouse.

Safehouse Rating: 2/5 (Novelty value, but zombies like them.)