Bug Reports/Non-Bugs/Archive
Misunderstandings/Features
Changing character
I have three characters that i use(cpatain pasty http://www.urbandead.com/profile.cgi?id=594927 , Disturbed Child http://www.urbandead.com/profile.cgi?id=594898 and rotten pasty http://www.urbandead.com/profile.cgi?id=602368) whenever i log in as any living character, as soon as i do anything (move, search etc.) it changes character to rotten pasty. All of my characters have their passwords saved on my comp, so could this be something to do with it?
- Clear your cookies. Apparently one of the cookies isn't being deleted properly. --Joe O'Wood 21:46, 5 November 2006 (UTC)
No AP Gained
JULY 18 2006:I play under the name VitorBelfort player id 457793 and am located right next to Dowdney Mall.The first weird thing to occur was when I killed a zombie in the mall full of survivors and when I moved a square over-still inside the mall- no survivor names or even an option to list survivors was there.Anywhere like the all disappeared.I left the mall and went a bldg. over..still no one.Finally I find someone(in a nearby bldg.)heal them and log off.The next day I have been killed am outside.I put in my DEM request and wait.And now its the next night and my action points are still at the same 9 points I left them at this morning!!!The thing is someone I know is in the mall and says there are tons of people there.So the no names showing up would be the first problem.The AP not building is the second.Hopefully this explanation of events helps fix the problem.I dont know if I can get my AP points back or what but it really screwed me!Has this happened to anyone else or is it just me..Thanks in advance for the help and hope someone can fix it.(posted by user DeadByDawn)
Negative AP
My sister has encountered a problem recently, she doesnt have a wiki account so I am speaking for her. Her username is "puppym". She used the back button on her browser to review past moves after hitting 0 AP, and accidentally clicked on a building. This moved her character to that building, still with 0 AP--an impossibility. She logged on again later, finding herself killed, and having checked again a good time later, found that she had -7 AP. How is this possible? Can you put her back in the building she should have been in, and fix the bug? Thanks. --Abslch 17:28, 12 July 2006 (BST)
- Duplicate of Negative AP.
False IP limit message
ok so i have 3 UD accounts. understandbly i hit the ip limit sometimes (dropping items, buying skills w/e) anyways somehow while i was manufacturing NT syringes (20 AP things...) i got the nearing IP limits message with remaning moves at 3. i think there is a bug that now tracks AP usage used instead of IP hits. -nkoi 11:50, 13 July 2006 (PST)
- No, it's not a bug. Manufacturing syringes takes up 20 IP hits. Cyberbob Talk 21:12, 14 July 2006 (BST)
A related question. I play from work, but our entire company goes through the central firewall, which only has a single IP. While I was the only player on that wasn't a problem, but I invited my friend and now we're competing for IP hits. Is there any solution to this? I can prove it's a company ip (with 7,000 people!) -nezumi 4:09pm, 14 July 2006 (EST)
Don't know if I am editing this correctly, never done a WIKI edit... I am having the IP limit thing today, and have not been logged in ALL DAY. yesterday with the server down I never got in either. so after 36+ hours of non activity from my PC or my character I am getting a message first thing today "Your IP address has accessed this server too many times today."
I am having the same problem. for the last 2 days, my IP hit limit has been maxed out at home AND at school. uh... help? --Kaminobob 23:19, 26 September 2006 (BST)
CAN'T REVIVE HEADROTTER IN A POWERED NECROTECH BLDG
Timestamp: | 03:12, 3 July 2006 (BST) |
Originally reported by: |
SGT FROG |
Current Status: | Non-bug |
Severity: | N/A |
Description: | I tried to revive DestructJen (a headrot zombie) in a powered NT bldg two days ago & each time nothing happened. DestructJen is still there now (at 7,8). My profile is http://www.urbandead.com/profile.cgi?id=518264 & DestructJen's is |
Discussion
You don't have NecroNet Access skill which is needed to revive rotters (you're lucky they don't have the Ram Azz skill) Teont 22:32, 19 July 2006 (BST)
Click List
My char idled inside Caigar Mall, then i logged back and found this three weird entries in the target list (i was going to PK someone there, so they were targets). The image to the right shows exactly the name of the users in question. Really weird. --hagnat mod 02:26, 15 June 2006 (BST)
- Do you mean "click 'list names to interact with others"? That's a standard system insert if you're in a room with more than fifty people, it's been there for months. (How did this get to 'Known Bugs'?) --Kevan 03:13, 16 June 2006 (BST)
Negative AP Bug
Submittor: EstaWistae 20:30, 12 June 2006 (BST)
Duplicate of Negative AP
Closing Doors when Barricading
Timestamp: | 00:33, 7 June 2006 |
Originally reported by: |
Sensodyne |
Current Status: | Not a bug |
Severity: | N/A |
Description: | This might not be a bug, but i consider it inconsistent that any character with the construction skill can barricade a building to "loosely" spending only 1AP, when the "doors have been left wide open" without going through "the doors have been secured" stage first. |
Discussion
- I don't like it, but I'm certain that Kevan has said "not a bug" before. –Xoid 06:57, 15 June 2006 (BST)
Zombies Can Hear Radio
Timestamp: | 12:13, 6 June 2006 (BST) |
Originally reported by: |
Xoid |
Current Status: | Not a bug - It's a Feature! |
Severity: | N/A |
Description: | I'm not sure if this is a bug, but since everyone seems to think that zombies can't hear stuff over the radio…
I had my radio tuned in to 26.26 before I got eaten, and I can still hear the DEM over it. While laying face down in the dirt, I kept getting messages. When I got up and ambled around, I still got one every now and then. While it was useful to get tips on where I could grab a quick feed, I'm unsure if it's supposed to be this way. |
Discussion
Not a bug. It could have gone either way, but I decided it was more interesting and plausible if carried radios were still audible after death, given that zombies can already understand all spoken and written speech. I suppose there are "must hold it to ear" arguments against zombies being able to use them, but I don't see a problem with the current system, the radios are supposed to be a two-edged tool. --Kevan 12:35, 6 June 2006 (BST)
- I'm actually happy about hearing that. About the holding it up to ear thing: it's easier to just assume that they had the thing on loud enough for them to hear, even if it's stuffed in their backpack or down their pants or something. A survivor would do the same thing if they were actually interested in hearing what's coming in over the airwaves. So when they die it would still be at the same volume. (Either that or all the radios have headphones. Hmm… zombies with headphones.) –Xoid 13:00, 6 June 2006 (BST)
Free XP for NecroTech
Timestamp: | 03:09, 15 May 2006 (BST) |
Originally reported by: |
Wiki1211 |
Current Status: | Not a bug - It's a Feature! |
Severity: | N/A |
Description: | i'm playing as necrotech and when I extract DNA from a zombie I get some exp points! |
Discussion
- Last time I checked, you got XP for DNA extraction. -- Mia Kristos
- Uhhhh.. Isn't that right? --Nox 20:22, 18 May 2006 (BST)
- So then, this a feature and not a bug. Moving time! (hint: that's your cue, Xoid!) --V2Blast P! 01:45, 9 June 2006 (BST)
"You were attacked by..." bug
Timestamp: | Mattiator 23:44, 14 May 2006 (BST) |
Originally reported by: |
Mattiator |
Current Status: | Not a bug - It's a Feature! |
Severity: | N/A |
Description: | If you are attacked by a zombie you can click on the part "A zombie" and it will take you to the person's profile where you see their username and such. |
Discussion
- ...IT'S SUPPOSED TO BE LIKE THAT FUCKWIT!--Hypnotoad U! WTF 23:48, 14 May 2006 (BST)
- Bad troll! BAD! *whacks Hypnotoad* Be nice. He is right though, Matt. It's supposed to be like that. - Mia Kristos 23:51, 14 May 2006 (BST)
- Yes, it is. Honestly Mattiator, get a brain. And while you are at it, stop zerging. --Grim s-Mod 23:50, 14 May 2006 (BST)
- Re: Hmmm. Didn't know that. Then why can't you just click on a "3 Zombies" thinge on the map and get a random profile? Mattiator 23:57, 14 May 2006 (BST)
- Because that violates zombie anominity.--Hypnotoad U! WTF 00:00, 15 May 2006 (BST)
- This is the funniest bug report i ever seen... lol. What were you thinking of.
- I can't believe I just found this! A perfect example of Mattiator's charming stupidity. --A Bothan Spy Mod WTF U! 10:40, 3 June 2006 (BST)
- Okay, stop making fun of him now... But honestly, that was stupid. Somebody move this! --V2Blast P! 01:47, 9 June 2006 (BST)
Syringe Manufacture counts as 20 hits to Server
Timestamp: | 15:09, 4 May 2006 (BST) |
Originally reported by: |
Magnetboy |
Current Status: | Not a bug - It's a Feature! |
Severity: | N/A |
Description: | As I reach the 160 server hit limit and have more than 20AP left to spend, I decided to manufacture a syringe to "waste" some AP - I would expect that it would take 20 off my AP, but only 1 off my server hit count. However, it seems to take 20 off the the server hit count also. |
Discussion
- This is intentional. By doing this Kevan makes it dificult for people to run small armies of syringe making characters. It's been discussed before, I just can't remember where at the momment. --RedKnight 06:02, 5 May 2006 (BST)
- Ok, fair enough. Couldn't find any mention of it in the wiki, so thoguht it might be a bug. --Magnetboy 09:41, 6 May 2006 (BST)
- Well then, I assume it's not a bug. Move this, please! --V2Blast P! 01:49, 9 June 2006 (BST)
ReScanning the same sample
Timestamp: | 21:27, 6 April 2006 (BST) |
Originally reported by: |
xbehave |
Current Status: | unsure |
Severity: | unsure |
Description: | If a zombie is active he can be exploited for XP, by use of a dna extractor.
I scanned the same zombie several times today, i have screenshots to show this but dont know what to do/if theyre needed.the square contained 2 zombies and a survivor, one zombie ,Aron burr, was attacking a survivor and i scanned him several times, gaining xp everytime. when i shot him, he ran away and it turned out the other zombie had already been scaned. It must have been atleast 2 attempts before i notice then i ran a couple more to get screenies, this could however be done continuosly to gain 250xp of 1 zombie by zerging/metagaming. |
Discussion
This should probably moved to Misunderstandings/Features, since it is not a bug. A zombie can be scanned for XP as long as it has acted since the previous DNA scan. By using two UD windows and an IP rerouter, a zerging cheater could easily gain 200+ XP per day for their NecroTech scientist -- an unfortunate feature of the current implementation. --Tycho44 06:49, 17 April 2006 (BST)
- The current implementation shouldn't work like this - when a zombie takes an action, this should only have a small chance of resetting its DNA flag; certainly not 100% of the time. Can't see any problem with the code for this, so let me know if it's actually reproducible in practice, rather than Xbehave just getting a few lucky scans in (or possibly misreading the new extractor text, given that you always get the zombie's details now). --Kevan 10:44, 17 April 2006 (BST)
- As far as I know, it works correctly. I was surprised to find a second successful scan of the same zombie. But my browser is glacially slow, so for all I know the active zombie could have missed me a bunch of times, knocked down the barricades, and made a few cell phone calls in between my DNA-scans. --Tycho44 07:01, 19 April 2006 (BST)
- If this doesn't pop up again, I'll assume that it was merely the zombie moving/attacking/scratching itself inbetween scans and xbehave getting lucky. –Xoid 07:15, 10 June 2006 (BST)
- As far as I know, it works correctly. I was surprised to find a second successful scan of the same zombie. But my browser is glacially slow, so for all I know the active zombie could have missed me a bunch of times, knocked down the barricades, and made a few cell phone calls in between my DNA-scans. --Tycho44 07:01, 19 April 2006 (BST)
Revisited: DNA extractor 'breaks' upon reaching Brain Rotted Zombie in a stack
Submittor: Warrofua April 5th, 2005
Duplicate of Multiple DNA Extractions Continually Fail on Stack of Zombies.
Negative AP After Standing Up
Timestamp: | 06:20, 1 March 2006 (GMT) |
Originally reported by: |
Lesser Mook |
Current Status: | Not a bug - It's a Feature! |
Severity: | N/A |
Description: | I recently died for the first time after accidentally wandering over to Caiger Mall. Anyway, I knew I was low on AP before I died but I clicked the stand up button anyway. I didn't realize it at the time but I didn't have enough AP to stand. I guess I stood up anyway though because I fell asleep with a negative amount of AP. |
Discussion
That's normal. You can always stand up, and it will always take up 10 or 1 AP, even if it leaves you with negative AP. Axeman89 03:14, 3 March 2006 (GMT)
It says a survivor was killed, but they really weren't
Timestamp: | 7:56PM, EST, Feb. 26, 2006 |
Originally reported by: |
Bob the Mediocre |
Current Status: | N/A |
Severity: | Misunderstanding |
Description: | My zombie character was attacking this guy, and it showed him simultaneously dying and being at 8 HP. |
Discussion
Comments here
- Not a bug, at least no the way you think it is. In the time between your attack happening and the page being generated two or three other zombies also hit the player you hit. So while it says that the person you attacked droped to 8hp (which did happen after your sucessful attack) it also says that a zombie killed that same person (which happened after someone elses sucessful attack.) It's only a problem when there are a bunch of people taking actions at the same time at the same place, but perhaps Kevan will change the way the page is generated to make this more clear. --RedKnight 08:43, 29 March 2006 (BST)
- So not a bug. Also, I would suggest editing your screenshots in the future to avoid people looking at them, finding you, and hunting you down and killing you (and neighbors). So edit out location (all you need is the relevant text, here your attack result and tiki's death. Xoid! (I think you're getting tired by now.) --V2Blast P! 02:06, 9 June 2006 (BST)
Recieving XP equal to 1/2 of the damage Dealt as A Zombie
Timestamp: | 1:53 pm, February 18, 2006 |
Originally reported by: |
The Doombringer |
Current Status: | Not a bug - It's a Feature! |
Severity: | N/A |
Description: | I am The Doombringer, a level 13 zombie that started as a survivor. Recently when killed I have been doing some zking. However, when I hit with claw attacks (you maul the zombie for 2 damage) I only recieve 1 XP! This problem seems to vanish when I am revived but is extremely frusturating as I am getting less XP per attack. |
Discussion
- It's not a bug. In order to discourage (but not forbid) ZKing and PKing, attacking a zombie when you are a zombie (or a human when you are a human) garners half-XP. — g026r 06:54, 19 February 2006 (GMT)
Whoops! What's a member of the Redeemed to do?-The Doombringer 11:14, 19 February 2005 So... not a bug. More work for Xoid. --V2Blast P! 02:08, 9 June 2006 (BST)
Manufacturing Syringe and Hit Limit
Timestamp: | 23:29, 12 Feb 2006 (GMT) |
Originally reported by: |
Lint |
Current Status: | NOT A BUG |
Severity: | N/A |
Description: | One of my characters often uses the Manufacture Syringe (20 AP) button. As a result of the action costing 20 AP, I am at times left with negative AP. However, on creating my two most recent negative AP syringes I have also simultaneously run into the 160 page hit limit. I am used to having the warning 9 hits (or is it 10?) prior to the limit being reached, but I was not presented with such a warning at all. Running into the limit so unexpectedly leads me to assume that manufacturing the syringe is counted as more than 1 hit to the server. |
Discussion
- How many characters do you move? Maybe you did two sessions of Urban Dead within the same 24 hours timestamp. -pinkgothic 23:44, 12 Feb 2006 (GMT)
- I, too, have encountered situations when I've pressed the "Manufacture Syringe (20 AP) button" and instantly received a warning about the hit limit with a count that started at less than 9 or 10. Today, for example, one of my characters went straight from seeing no hit limit warning to seeing "You only have 4 moves left today". However, my character still had several AP left before and after the Syringe button press (as opposed to negative AP). And I'm the only one at my IP address who plays. Therefore, I'll second the notion that manufacturing a single syringe seems to count as more than one server hit. --Natalya Zveda 13:41, 13 Feb 2006 (GMT)
- I'm pretty sure that manufacturing syringe costs 20 IP hits. Has happened to me and there has been questions concerning this in other parts of the wiki. I pretty sure this is not a bug, but a feature to prevent multi-character abuse. --Brizth W! 14:49, 13 Feb 2006 (GMT)
- Removed my misidentification of the problem from the title (was previously: Manufacturing Syringe / Negative AP and Hit Limit). I was under the impression that the intention of the syringe manufacturing was to reduce search hits on the server? --Lint 20:32, 13 Feb 2006 (GMT)
- Older suggestion. I suppose there is a potential for zerging and I can't think of anything to counter it. If there is more than 1 hit per syringe manufacturing, can the number of hits it counts as be noted on the Hit Limit page? --Lint 20:45, 13 Feb 2006 (GMT)
- Just putting my confirmation on this bug in as well. I was suspecting that this was the case before, cuz I had a sudden loss of attempts to hit the server, and lately I've noticed a marked lessening in my ability to access the server as much as I have before, since I've been using the Manufacture Syringe. So today, got myself down to about 7 turns left from this IP, and hit manufacture syringe, and suddenly I had no more hits to the server left. Alcamar 20:52, 14 Feb 2006 (GMT)
- An interesting note is that if you do not have room in your inventory and click the Manufacture Syringe button, no AP is deducted, but you still lose 20 hits, not getting any syringe. --Greycloak 18:21, 17 February 2006 (GMT)
- I have the feeling that manufacturing a syringe actualy uses more then 20 hits: I play with 3 characters and I usualy can spent all AP's once a day except when I drop a lot of stuff.This situation changed recently: now I usualy manufacture syringes with the last char I login with; and that's all I do with that char. The first syringe usualy is not a probleme. But after the second syringe it SAYS that I ran out of hits. At that point I spended 140AP (my 2 first chars:2*50APs + 2*20AP from the syringes) and I usualy don't drop more then 5 things so I still should have hits. When I relog I have some hits back: it says I still have 9 hits left, while I think I should still have like 15. I can still manufacture a syringe then, but the AP goes negative then. I also want to confirm that, when you don't have room in your inventory, you can lose hits without losing AP or gaining a syringe...--Doody 16:26, 9 March 2006 (GMT)
- OK well I came here looking for any bug reports that sounded like mine. I have just gotten my characters UP to the level that they can start manufacturing syringes. I have ALWAYS gotten the 9, 8, 7... countdown warning when I was running out of my hits to the server. NOW that I am able to make syringes, I have had very odd things happen with my running out of hits to the server. SOME times I will go to manufacture a syringe and it will INSTANTLY tell me I am at my limit. Other times I will supposedly hit my limit (due to the manufacture) and then if I try to buy a skill on that character and "return to the game", I might get one or two more hits to the server. I can confirm there is SOMETHING screwy going on with the making of syringes and the number of times the server believes you have hit it. I am NOT getting the expected countdown I have always gotten (since one click should be ONE hit to the server). Just in case you were wondering, I am the ONLY person at my address and I don't use a wierd ISP that has limited IP addresses. (3-22-06)
- I have been experiencing this problem for a week or so now. (Pretty much since the semester has picked up and I haven't had the luxury of Searching for syringes in the hope of getting more than two a day.) I only experience the problem after manufacturing a second syringe. After I click it the second time the map page loads with the error message, _BUT_ if I go to some other place, like my Contacts or Profile, and then go back to the map, I have full access again. I thought it had something to do with manufacturing two syringes back-to-back, but today I tested it by doing a couple of searches in between manufactures, and I still got the error message. I, like most people here, play multiple characters. But I know I'm not using up my clicks because after reloading the page I can still move around. In fact, I think it was last night that I reloaded the page and it gave me the map with the "You have 9 moves left" message, indicating that I was indeed close, but not actually over as the error message implied.--Collin Curtis 03:38, 24 March 2006 (GMT)
- For the record, Kevan has addressed this issue as not being a bug on his talk page. Still, Greycloak's observation that Manufacturing a Syringe with a full inventory costs 20 hits despite not producing a syringe should probably be noted. --Lint 20:55, 31 March 2006 (BST)
Syringe Bug
Timestamp: | 5:34 EMT |
Originally reported by: |
Polemarch |
Current Status: | NOT A BUG |
Severity: | N/A |
Description: | I was in a powered Necrotech building with 24 AP, I clicked the "Manufacture Syringe" button. However, since the page did not seem to be loading, I foolishly clicked twice. The first syringe was manufactured, and I had 4 AP left. I decided to check the NecroNet, but then when the NecroNet map came up, the city map dissapeared,and I was told "Exausted, you can go no further", and I had -16 AP! |
Discussion
- Presumably, your second click merely registered to the server a bit later, so the server had the time to send you the status between the clicks. There's really nothing that Kevan could do against something like that - that's just the nature of data being transferred over the internet. -pinkgothic 23:44, 12 Feb 2006 (GMT)
More XP Awarded Than HP Allows
When your Survivor/Zombie lands an attack that does more damage than the target currently contains in HP, the 'overflow damage' still adds to your XP gained. For the most extreme example: a Survivor hits a Zombie(1HP) with a Flare Gun. The Survivor gets 15xp, not 1xp. That extra 14 xp wasn't gained by reducing the target's hp below zero, it'a been created out of thin air. This bug works for both sides, Zombie and Survivor. -- Serpico Dec 27, 2005
- Presumably an intentional feature rather than a bug, unless this has changed recently. Applying the science of "thin air" and "HP below zero" seems very arbitrary, that there's no intrinsic reason why you shouldn't be able to get more than 50XP from killing a 50HP victim, if you do it creatively. There isn't a fixed and interchangeable quantity of HP and XP in the Urban Dead universe. --Spiro 08:50, 27 Dec 2005 (GMT)
- More likely it's unintentional, and has so-far been overlooked. When a Survivor blasts a Flak-Jacketed Zombie with a shotgun, the Survivor doesn't get 10 xp, the Survivor gets 8, because the Flak Jacket prevented 2 of those damage points from landing. In the same vein, the overflow damage doesn't actually land on the zombie. We don't see negative hp numbers. So where's the damage that those 14 xp came from? Certainly not from the now-dead character's hit points. How can it be intentional, when the "Kill Bonus" can be smaller than exploiting this loophole? How can it be intentional, when it is so variable according to which attack is applied to how many hp are left? How can it be intentional, when Kevan changed the game after becoming aware of this nearly-identical loophole being used for Action Points? And that's why this is a bug, not a misunderstood feature. -- Serpico Dec 28 2005 0300 gmt
- Actually, I find it more likely that it's a server-saving feature. By using fixed XP awards, the server has to do less work in calculations. Most of the time the calculation would be a dead one anyway, since the XP calculation would result in the same number, so it's probably just easier to identify the weapon used, then give a fixed XP award based on that weapon. -- Odd Starter talk | Mod 00:51, 30 Dec 2005 (GMT)
- And yet, don't forget Flak Jackets. They use up much more calculation than changing 'XP-To-Award = Damage-Dealt' into 'XP-To-Award = HP-Deducted' would require. I really want to see this loophole closed. - Serpico 1/3/2006
- Loophole? I don't think this is a loophole. I actually don't think it's a bug at all. After all... experience is not damage. It makes full sense to me that you can cause less damage, but the same amount of experience - think about it this way, failing to do something to it's full extend has a lot more informational value (=> experience) than managing a full-scale hit each time. I suppose you could now follow up saying, ah, so why don't people get given full EXP for a miss, then, too? Presumably to stop people from EXP farming with a flare gun. *g* I don't see an IC reason, anyway, I must admit. But that's how I see it about how you get "full" EXP for only 'half' a hit. -pinkgothic 13:36, 4 Jan 2006 (GMT)
- Your words have wisdom, but they don't take the flak jacket factor into account. A human hits a zombie(60HP) for 10 damage, removes 10 hp, and gets 10 xp. Same situation, human hits a zombie for 10 damage, 2 absorbed by a jacket, removes 8 hp, and gets 8 xp. There you have 2 damage points that did hit the zombie, but didn't award xp... so how do you explain 'A human hits a zombie(4hp) for 10 damage, 2 absorbed by a jacket, only 4 hp deducted (because we don't get negative hp, eh?) but somehow 8 xp is awarded. No matter which way you slice it, it's a loophole. Kevan modded the ap display to show negative ap's. If he wants the rule to be "Unabsorbed Damage Dealt = XP Awarded" then damage dealt needs to be reflected in hp lost, and thus the hp field should be changed so we can see our negative hit points. If he wants the rule to be "HP Lost = XP Awarded" then the line(s) that calculate the xp award should be changed so that we don't receive more xp than we earned with our attack. - Serpico 17:18, 11 Jan 2006 (GMT)
- Hm, you're right, the flak jacket does skew my interpretation. I still don't think this is a bug, but I'm moving it over to Known Bugs anyhow... -pinkgothic 16:29, 25 Jan 2006 (GMT)
- Your words have wisdom, but they don't take the flak jacket factor into account. A human hits a zombie(60HP) for 10 damage, removes 10 hp, and gets 10 xp. Same situation, human hits a zombie for 10 damage, 2 absorbed by a jacket, removes 8 hp, and gets 8 xp. There you have 2 damage points that did hit the zombie, but didn't award xp... so how do you explain 'A human hits a zombie(4hp) for 10 damage, 2 absorbed by a jacket, only 4 hp deducted (because we don't get negative hp, eh?) but somehow 8 xp is awarded. No matter which way you slice it, it's a loophole. Kevan modded the ap display to show negative ap's. If he wants the rule to be "Unabsorbed Damage Dealt = XP Awarded" then damage dealt needs to be reflected in hp lost, and thus the hp field should be changed so we can see our negative hit points. If he wants the rule to be "HP Lost = XP Awarded" then the line(s) that calculate the xp award should be changed so that we don't receive more xp than we earned with our attack. - Serpico 17:18, 11 Jan 2006 (GMT)
- Loophole? I don't think this is a loophole. I actually don't think it's a bug at all. After all... experience is not damage. It makes full sense to me that you can cause less damage, but the same amount of experience - think about it this way, failing to do something to it's full extend has a lot more informational value (=> experience) than managing a full-scale hit each time. I suppose you could now follow up saying, ah, so why don't people get given full EXP for a miss, then, too? Presumably to stop people from EXP farming with a flare gun. *g* I don't see an IC reason, anyway, I must admit. But that's how I see it about how you get "full" EXP for only 'half' a hit. -pinkgothic 13:36, 4 Jan 2006 (GMT)
- And yet, don't forget Flak Jackets. They use up much more calculation than changing 'XP-To-Award = Damage-Dealt' into 'XP-To-Award = HP-Deducted' would require. I really want to see this loophole closed. - Serpico 1/3/2006
- Actually, I find it more likely that it's a server-saving feature. By using fixed XP awards, the server has to do less work in calculations. Most of the time the calculation would be a dead one anyway, since the XP calculation would result in the same number, so it's probably just easier to identify the weapon used, then give a fixed XP award based on that weapon. -- Odd Starter talk | Mod 00:51, 30 Dec 2005 (GMT)
- More likely it's unintentional, and has so-far been overlooked. When a Survivor blasts a Flak-Jacketed Zombie with a shotgun, the Survivor doesn't get 10 xp, the Survivor gets 8, because the Flak Jacket prevented 2 of those damage points from landing. In the same vein, the overflow damage doesn't actually land on the zombie. We don't see negative hp numbers. So where's the damage that those 14 xp came from? Certainly not from the now-dead character's hit points. How can it be intentional, when the "Kill Bonus" can be smaller than exploiting this loophole? How can it be intentional, when it is so variable according to which attack is applied to how many hp are left? How can it be intentional, when Kevan changed the game after becoming aware of this nearly-identical loophole being used for Action Points? And that's why this is a bug, not a misunderstood feature. -- Serpico Dec 28 2005 0300 gmt
- I can confirm that this happens on the zombie side as well. My zombie character has killed a human with 2hp left with a 4 damage bite and recieved 4xp for the bite plus 10xp for the kill. --RedKnight 18:50, 28 Dec 2005 (GMT)
Not a bug. --Kevan 08:10, 27 Jan 2006 (GMT)
My Zombie Could Have Bought a Survivor Skill?
Timestamp: | 02:56, 22 Nov 2005 (GMT) |
Originally reported by: |
Goldenboots |
Current Status: | new |
Severity: | unassigned |
Description: | My character, Goldenboots, then a survivor, ran out of server hits in a bad part of town and could only find a building with secured doors, no barricades, to hide in. I assumed Goldenboots would be killed. A few hours later (still the same day GMT) I attempted to log in as Goldenboots. I got the message "You are asleep" and the too-many-server-hits-today message, which made sense. I tried clicking on "Buy Skills" and saw that I had the same 130+ XP. The survivor skills I didn't have and could afford were displayed.I could have bought a skill, maybe. The links were apparently available, but I was saving for the 150 XP for Free Running. I checked again at 11pm GMT (3pm PST) and the situation was identical. Then the next day, GMT, I logged in and found that at BOTH the times I logged on to a sleeping but human Goldenboots, he was actually already dead. Now it seems the "Buy Skills" button didn't check Goldenboots' current situation (dead) at the point of offering me skills to buy. I suggest the "Buy Skills" button be disabled after 160 server hits, since it isn't going to give accurate information - didn't tell me Goldenboots was dead - and might do worse, allow a zombie to buy a human skill or vice versa. |
Discussion
Later- it gets worse? Ran out of server hits again, logged in as Goldenboots (last seen standing up dead), hit the "Buy Skills" button again, and got offers of SURVIVOR SKILLS! Well, I'd munched some
survivor as a zombie enough to pay 150 XP for Free Running, so I selected that, more or less as an experiment. The game says Goldenboots now has free running! I don't yet know how much of a bug this was: either (A) Someone revived Goldenboots, many thanks, and he could buy skills before standing up, and when he was server-hits ineligible to play, or (B) a zombie just bought Free Running! Goldenboots 04:56, 22 Nov 2005 (GMT)
Later - it was (A) - I was accurately, I guess, shown as alive as I'd been revived when I bought the skill. Goldenboots 22:35, 22 Nov 2005 (GMT)
Zombies have sniper rifles! Why don't we get sniper rifles?
Zombies can apparently kill you by remote now. I was getting attacked in a building, so I free ran to another building. The building was heavily barricaded, with no zombies inside. I heal myself with a first aid kit. One move later, I get the message: "You are dead" and sure enough I am. (and I had 8 hp left, so I didn't die of infection) Slartybartfast 00:13, 7 May 2006 (BST)
Hey, did I get banned for political correctness reasons?
Every IP address I have ever accessed UD from (3 seperate networks) has apparently been banned. I can't even get the main page to show up, my browser just says www.urbandead.com doesn't exist. I have never cheated or zerged, but the day I got banned I sprayed an off-color joke about the Mohammed Cartoons onto a wall. Did I get banned just for that? It wasn't even racist or crude, nothing O'Reilly wouldn't say on TV. Qwertyuiop 18:21, 21 February 2006 (GMT)
Zombie skill bought but percentage didn't go up
I bought Death Grip for my character gaius smith but my attack percentage still stayed at 50% - it didn't go up. What's going on?
- Check out the page on Death Grip - most notably, look at the skills table. You will notice that you had only a 35% chance to hit, and now have a 50% chance. In other words, you got an increase, but for some reason, you didn't register your previous lesser chance as a contrast. I hope that helps.
- Fact is, 50% is the maximum strike chance you have, and that's how it should be. -pinkgothic 23:01, 31 Jan 2006 (GMT)
Phantom Zombies on 3*3 map
I'm in Bale Mall, just noticed that it said on our 3*3 grid square there were two zombies. I went to attack them but realized they were not in my list of things to attack. Looked up and saw the room description didn't mention them either.
I refreshed and it changed to 1 zombie, but still, they weren't acknowledged in the room description or target list.
Here is my screen when there was one zombie.
No, I checked the zoom view, the zombie was still there and there was no person named '1 zombie' or anything like that.
Jad Tannus 20:52, 31 Jan 2006 (GMT)
- This may sound like a stupid question, but did you actually try entering the square with the zombie before attacking? Your screenshot shows you in the south-west corner of Bale Mall and the zombie in the south-east corner of Bale Mall... that's the only reason I'm asking. Because if you were trying to attack it from where the screenshot shows you, it would obviously not work - you must actually share the coordinates of the zombie before you can attack it. Like I said, it might be a stupid question, but your screenshot is a bit (well, actually, strongly) sub-optimal to explain your issue if my assumption is incorrect. -pinkgothic 22:19, 31 Jan 2006 (GMT)
- Add-on: Situation resolved - simply misunderstanding. -pinkgothic 22:55, 31 Jan 2006 (GMT)
VERIFIED AS NON-BUG: More XP Awarded Than HP Allows
Due to the size of the thread at the time of checking, it has been moved to Known Bugs. There's quite a controversy about whether or not it should even be considered a bug, but perhaps moving it will get us the official stance... bug, or feature. :) -pinkgothic 16:31, 25 Jan 2006 (GMT)
- Quite clearly, the official statement is that it is not a bug, so this has been marked as 'VERIFIED AS NON-BUG', and moved to Misunderstandings and Features. -pinkgothic 13:50, 27 Jan 2006 (GMT)
One extra action?
Logged in as one of my human chars, holed up in a fire station searching for a generator. Searching with my last AP gave:
You search the building and find a flare gun. You have run out of action points.
I reloaded the page and recieved the message:
You search and find nothing. You have run out of action points.
Reloading again just gave "You have run out of action points."
Will attempt to replicate this and post screenshots.
12:45, 23 Jan 2006 (GMT)
- Seems likely you reloaded just as the game gave you another AP. --Spiro 13:11, 23 Jan 2006 (GMT)
Multiple DNA Extractions Continually Fail on Stack of Zombies
I'm new here, so please bear with me. I'm a Scientist and thus rely mostly on DNA Extraction to get XP. My understanding is that DNA Extraction should work on a stack of zombies in one place; i.e. extract from the first zombie, then a repeated extraction should target the second zombie, and so on. I've probably done a second extraction 50 times at this point (i.e. in 50 different places on 50 different zombie stacks). While the first extraction often works, the second and further ones have NEVER worked, not even once. They always fail with "already scanned" (and sometimes "cortex damaged"). Is this deliberate? I should also add that it's very frustrating for a new player to have such trouble finding a way to earn XP ... most of the time zombies have already been scanned, and it's hard to find a new fresh scan, even though I'm starting at 4 pm PST (should be midnight GMT, I thought). Suggestions? --Rheinhold 16:27 PST 30 Nov 2005
- You can only scan 1 zombie per day no matter what.-Osisiris 02:07, 1 Dec 2005 (GMT)
- Isn't it "each zombie can only be scanned once per day"? -- ToxicFrog
- I'm talking about when I find a dozen zombies in the same place. I ought to be able to scan all dozen of them (once each). Instead I can successfully scan the first one, but any further scans never work. --Rheinhold (30 Nov 18:34 PST)
- I've seen this too with my reviver Alt. I'll find a stack at the clinic in Stanbury. I'll successfully scan the first two or three. You should expect some repeated "already scanned" zeds, as Zeds who have been in a stack longer have probably already been tagged. However, if you encounter a Rotter, the stack progression seems to stop. For example, in a stack of 6 zombies, I had a DNA progression as such
- - success,success,already scanned,Error (rotter),Error,Error,Error
- It strikes me as unlikely that 3 rotters would be at a relatively quiet revive clinic at the bottom of the stack, especially when the count hit 7 on a stack of 6.
- It would seem the rotter hampers stack progression. But going through prescanned zeds seems to work. How does scan progression work when you alternate with a syringe? Something seems off about that too, but I need to do more testing. --Junk 18:57, 1 Dec 2005 (GMT)
- Another update: Last night I had a stack of two zeds at the St. Mary's revive clinic. I scanned twice. First was a success, second was a Recently Scanned message. I had two syringes. Each failed with the brain rot message. Still, nothing definative, but might be of use. --Junk 18:43, 2 Dec 2005 (GMT)
- Zombies only drop off the top of your scan list after they are scanned. If you hit a rotter then you have to keep scanning untill you don't get the error message to scan any zombies past the brain rotter. --Stroth 03:51, 21 Dec 2005 (GMT)
- (As of April 16:) The DNA Extraction queue is separate from the attack/syringe queue. You work your way through the DNA-scan queue until you hit a zombie that someone else has already scanned. From that point onward, you will always scan that same (already-scanned) zombie. Typically, someone else has scanned the entire stack, but one or two fresh zombies have trickled in since then and are available for your scanning. Brain rot is a separate issue: you will repeatedly scan the same rotter, receiving "???", until you succeed at extraction (perhaps 1 in 4). Unfortunately, DNA-Scanning will never tell you where your syringe is going to end up. Heed the No Random Revive Policy: use revive tools and add profile IDs to your contacts list, then use the pull-down menu to revive your intended deceased survivor. --Tycho44 06:10, 17 April 2006 (BST)
Zeds being IDed and throwing their voices
Today, I was fighting in caiger mall, where there are several hundred peeps, but I followed some zeds in. They started slaughtering people, and speaking of their ignomious deeds. When they spoke, It was in zombish, but their names were displayed next to the HAMAN HAMBARGARS! Later, the same zeds spoke, and I saw the display when I was a few squares north west. Is this due to the slowed server (it was midnight GMT when server hits are blanked.) Rockphed 01:38, 30 Nov 2005 (GMT)
- I believe that zombies speaking with Death Rattle do indeed have their actual name displayed. --Chester Katz 15:48, 10 Dec 2005 (GMT)
Hit for 15 damage
Archon Sod attacked you for 15 damage. (11-11 17:23 GMT) Isn't that too high?
- They shot you with a flaregun, which does 15 damage. --Otacon 18:35, 12 Nov 2005 (GMT)
Its high but its low hit percentage balanaces it out --SprCobra 17:23, 18 Dec 2005 (GMT)
Loss of Hearing when Revived
As part of the Malton Marathon that has been organised on the unofficial UD forums, two of my characters have been serving as checkpoints (One in Dulston, the other in Ridleybank). On both occasions when Pooky Romero checked in, I had been stuck with a revivification syringe prior to her checking in (By saying "Hello (My name)"), and was laying on the ground as a corpse. On both occasions the spoken message failed to show up, leading to confusion and a retracing of steps. Since regular dead bodies can eavesdrop on survivor discussions if they are stupid and dont throw dead zombies out before discussion how to next defend themselves, i believe that revived zombies should have the same capability, and that this is a bug--Grim s 11:14, 10 Nov 2005 (GMT)
- No dead bodies can eavesdrop, can they? They could in the early days, but haven't been able to for a while. --Kevan 11:55, 10 Nov 2005 (GMT)
Healed zombie infection
I accidentally clicked on a first-aid kit instead of my revive syringe when I was trying to rev a zombie. I got the following message "the zombie is already at full health. You cure their infection." The zombie was a zombie (i.e., grey name), and I spent a first-aid kit doing so. This may be intentional, I don't know, but if it's any help to Kevan, the character I used was Carmella Diane.
- When an infected human dies, they retain the infection. If revived, they are still infected, unless healed while in zombie state.--Cah51o 02:39, 12 Nov 2005 (GMT)
Zombie Unable to Speak
When my human character was killed and I stood back up as a Zombie, I could not speak. It is not that I choose an option from the Zombie sound menu and it does not work, the entire menu is missing.
- From the top of this page: "If it's a bug that affects your character, you should specify your character's name." - given that this hasn't ever been reported before, it could be something unique to your character. Either that or a dodgy Greasemonkey extension? --Spiro 00:10, 6 Nov 2005 (GMT)
- You only get the speech button if there's someone around to hear you speak. When I first saw it, I thought it was a bug too. Saxsux 17:19, 15 Nov 2005 (GMT)
Being Friends With Yourself?
Was it intentional that by viewing your character page that you can add yourself to your contacts list? It seems very creepy that I now have myself as a friend... ALIENwolve 21:41, 3 Nov 2005 (GMT)
- Haha, I personally don't care. I like having myself as a friend. :P --Carfan7 00:56, 9 Nov 2005 (GMT)
- I think that's really handy! This way, I can compare my level and points to my friends' easily. - Jaren80 14:59, 23 Nov 2005 (GMT)
Zombies Jumping From Windows
When I jump from a window as a zombie, I don't lose any hp, and I don't die. I still get the same "fall to the pavement" message as I do when I jump as a human. Is this intentional? Because in my mind it should be a good way to avoid headshots if you have ankle grab. -- Eckus 9:08 EST Nov 02 2005
- Before the headshot nerf, it was obvious why zombies weren't allowed to suicide. Now it's a bit less clear. Certainly, the text is as confusing as ever.--Milo 02:10, 3 Nov 2005 (GMT)
- It'd let them heal up to 50HP with a couple of action points. --Spiro 00:10, 6 Nov 2005 (GMT)
- Fix suggestion: Let zombies jump from a window but make it cost 10AP (because zombies are slow stair climbers)--Trentblase 20:14, 14 Nov 2005 (GMT)
- It'd let them heal up to 50HP with a couple of action points. --Spiro 00:10, 6 Nov 2005 (GMT)
Barricading and Closing Doors
Unsure if its a bug or intentional... but I just barricaded a building without first closing its doors. - GeCh GMT 1540
- It's intentional. As to why, consider churches - churches have no doors, but they can be barricaded. Hope that helps :) -pinkgothic 17:07, 8 Oct 2005 (BST)
- Also, the 'Close the doors' link vanishes after you've barricaded the building. Next thing to test: Are the doors automatically closed when you barricade, or will they already be open when a zombie tears down the barricades? --SL 19:30, 8 Oct 2005 (BST)
They will be open when a zombie tears down the barricades. Useful to Zombies who have Vigour Mortis but not Memories of Life, but not that much useful to any other Zombie. Take this as a note to ensure that you close the doors before starting a barricade...-- Odd Starter 10:47, 10 Oct 2005 (BST) (obsolete --Tycho44 06:33, 19 April 2006 (BST))- None of this is a bug. --Kevan 10:56, 22 Oct 2005 (BST)
- Some of it, however, is misinformed. I struck through Odd Starter's comment, after numerous verifications that the doors are automatically closed when you barricade. They will be secured when a zombie tears the barricades back down. Don't waste your time closing doors. --Tycho44 06:33, 19 April 2006 (BST)
- Also, the 'Close the doors' link vanishes after you've barricaded the building. Next thing to test: Are the doors automatically closed when you barricade, or will they already be open when a zombie tears down the barricades? --SL 19:30, 8 Oct 2005 (BST)
No news notice
Starting on October 11th, I stopped receiving little notices about news updates in the list of things that have happened "since your last turn". --LouisB3 00:45, 22 Oct 2005 (BST)
- I only put game-alerts in for "significant" news; didn't think a few T-shirts merited breaking the in-characterness of game events. And I removed the server downtime alert once the server had been upgraded, so that people didn't get "the server is going to be down for a while, two days ago" messages later on. --Kevan 10:56, 22 Oct 2005 (BST)
Too much AP being used when walking
I'm a newbie and I still haven't learned a lot about the game, but I seem to have a problem. Whenever I do an action, it costs 2 AP instead of 1. I was wondering why I was going through my AP at an incredible rate. Am i doing something wrong?
- If you're a zombie as well as a newbie, it's because zombies expend 2AP walking between blocks. It shouldn't cost you 2AP to do anything else. --Spiro 20:11, 20 Oct 2005 (BST)
Infectious bite/revive
I'm not exactly sure if this is an intentional function or not. After being infected and then getting slashed to death, I head over to my local revive point for a syringe to the head. Unfortunately, this hits me: You lost 1HP to your infection. You stand up, a buzzing in your ears fading away as you do so. Adrenaline rushes unsteadily through your bloodstream. If this is intention, it's doubly sadistic from a standpoint on survivors. Since you start off with 25 HP instead of 50, you only have that long until you succumb to the infection, which, given the current rates for getting medkits in hospitals at the moment, might not be enough with the additional travel (not everybody has the luck to die near a hospital). Jonesy 03:28, 19 Oct 2005 (BST)
- As far as I know, it is intentional. Even if you died without having been infected (e.g. being slashed to death, rather than ever bitten), if you're revived from zombiedom, you will be infected. Which kind of leaves the question open what reviving really does... o.O But still, I do think it's intentional. -pinkgothic 17:49, 19 Oct 2005 (BST)
- I don't think this is the case; you can only become infected if an infection-carrying zombie actually bites you. Infected zombies (being distinct from infectious-bite-skilled zombies) lose no HP, though, so it's possible to lurch around safely and only start taking infection damage when someone revivifies you. --Spiro 18:53, 19 Oct 2005 (BST)
Zombie becoming Human after being killed??
1st off: Awesome game :D
2nd: I made a Zombie character named Ponderous...he was killed, and when I got up I had lost the ability to claw and bite, can only Punch for 10%, can open doors, am listed as a civilian in my profile, and still have the Vigor Mortis talent... In addition, my attack defaults to Zombies instead of players, and other players have spoken to me, used medkits on me, etc. What's going on?
- You didn't get killed, you more than likely got revived, which means you turn back into a human. You keep your zombie traits when you turn human and vice versa (not all human traits work as a zombie though.) This isn't a bug, it's an intentional function. If you still want to be a zombie, go jump from a motel window or just stick yourself outside of the building you're in for a night or two. Jonesy 03:28, 19 Oct 2005 (BST)
I'm suddenly dead in a DIFFERENT location then when I logged off
I logged in earlier today in a necro tech building to search for some revivs, and then logged out after using all my ap. Later at night I come back to find myself dead at a completly differnt location then where I was. Is this a bug, or was my account possibly hacked??
- Similiar find. I was in Fort Creedy. When I returned to the game, I found myself outside, and dead ravaged by undead hordes.
- In your case it was probably as I mentioned above. Zombies broke in and killed you, then survivors dragged you out and re-barricaded the building. It's far more likely than a bug, as the only thing you see in the since your last turn list is the zombie attacking you. Not to mention Creedy is a zombie hot-spot right now and zombies are constantly breaking in and being forced back out. --Raelin 06:23, 17 Oct 2005 (BST)
Zombie Identities
When you've been attacked by a zombie, and the status message says 'A zombie has attacked you for 3 damage', clicking on the words 'A zombie' will take you to that character's info page, and you can add them to your contact list. I'm assuming this is a bug, as zombies are supposed to be anonymous. Triclops 03:35, 11 Oct 2005 (BST)
- Ah, see, I've always assumed that this was intentional, so that you can recognize those who've attacked you, if you want, and single them out for attack. --LtR 07:06, 11 Oct 2005 (BST)
- Yeah. The equivalent of looking out for the one with the axe through his head, and telling your friends to. If it was a bug, there wouldn't be any code for "you recognise one of the zombies as X" when you notice someone in a group of zombies. --Spiro 07:36, 11 Oct
2005 (BST)
Diagnosis as a Zombie
My doctor character with Diagnosis was killed and now as a zombie he can see the hp of the survivors he encounters. I haven't hit anyone with an attack but have moved around and it has stayed with the new screens from the movement.--Bunnyslayer 05:04, 7 Oct 2005 (BST)
- Not sure on this, but I believe this is a feature, not a bug. Some human skills carry over. Factually, I know of Body Building that does - I'm pretty sure Diagnosis does, too, but I'd appreciate if someone other than myself could confirm that :) -pinkgothic 05:55, 7 Oct 2005 (BST)
- Yes, it's a feature. See Guides:Zombie#Human_Skills which basically states that it works but is useless for a zombie. --Chainsaws 09:56, 7 Oct 2005 (BST)
- Get real. Knowing who to attack to guarantee an easy kill is never useless.--Syncline
- Thanks for the polite response. If you'd followed the link and read the topic you'd have realised that zombies already have a skill which provides this ability making it a worthless addition to a zombie skillset, gg no re thx. --Chainsaws 10:03, 24 Oct 2005 (BST)
- Actually diagnosis is better than zombie skill if you compare them as diagnosis shows the actual hp value of the survivor instead of just a wounded marker on those with fewer than 25 hp remaining.--Jagger 20:30, 16 Nov 2005 (EST)
- Thanks for the polite response. If you'd followed the link and read the topic you'd have realised that zombies already have a skill which provides this ability making it a worthless addition to a zombie skillset, gg no re thx. --Chainsaws 10:03, 24 Oct 2005 (BST)
- Get real. Knowing who to attack to guarantee an easy kill is never useless.--Syncline
- Yes, it's a feature. See Guides:Zombie#Human_Skills which basically states that it works but is useless for a zombie. --Chainsaws 09:56, 7 Oct 2005 (BST)
It would save you 100XP to get revived and buy diagnosis instead of having ot buy Scent fear and THEN scent blood.
160 Page hit limit
Also, when down to one move left, the message is "You have 1 moves left". When I'm playing and I hit the 160, it says that it has been exceeded...even though I donated $5.00. --MaulMachine 11:14 17 Nov 2005 (GMT) When you donate it only affects the char you specified it does not apply to all your chars.You have to pay $5 per char to be unaafected by the hit limit --SprCobra 16:48, 22 Nov 2005 (GMT)
Negative AP
Actions that require more than 1AP in order to perform will not first ensure that the player has enough available AP in order to first execute the action. For example a zombie without lurching gait who has 1AP will still be able to move to another space, but will be left with -1AP for doing so. This isnt a particularly large issue when it comes to a 2AP move, however this can be particularly devestating when a player gets revivified and 'stands up' even though they did not have 10AP available, and find themselves standing out in the open with -9 AP. -- Delphius 21:28, 21 Oct 2005 (BST)
- I believe this is intentional. furtim 03:46, 23 Nov 2005 (GMT)
- If you are searching or attacking using address bar you can easily end up with negative AP --Cah51o 07:24, 28 Nov 2005 (GMT)
- You can also end up with (quite some) negative AP by just clicking a button multiple times when the server is slow (so before the new page loads after the first click.) You can actually fight past your AP this way. This does sound kind of unfair towards your victim.. --Dgn 23:30, 5 Jan 2006 (GMT)
- This just happened to me. I tried standing up because I was bored and had just died, and now I have -5 AP. I'm going to die again, dang it. --'Ivan 18:31, 21 Jan 2006 (GMT)
Browser/Plugin Issues
Password Entry Problem
Not the most dramatic issue ever, but if I (in the latest Safari build) enter the wrong password, then no amount of entering the right one in the fields provided will get me in. It looks like that page keeps passing the original string. Only reloading the main page will do. Oh, and longer names for blocks don't display well in Safari either. All in all it's scaling beautifully, though! Thanks! --Jim Bubba 19:56, 20 Sep 2005 (BST)
- Perhaps you have Safari set to save passwords and it saved the wrong one? Check in the Preferences, under the Autofill tab. Just a thought - I use Safari as well, but I'm using the same password for multiple characters, so I haven't seen the same bug. --Dogbarian 08:47, 25 Sep 2005 (BST)
- No, good thought Dogbarian, but I don't use any Autofill whatsoever. But hey, I have mucked about with Saft and Pithhelmet and other Safari plugins, so maybe it's a non-standard browser problem. Doesn't occur elsewhere, though. --Jim Bubba 20:00, 9 Oct 2005 (BST)
- I also had this problem with Safari. It seems to work correctly after upgrading to 10.4.3 (This upgrade also fixed the long text issue for me) --techess 12:07, 1 Nov 2005 (EST)
- Perhaps you have Safari set to save passwords and it saved the wrong one? Check in the Preferences, under the Autofill tab. Just a thought - I use Safari as well, but I'm using the same password for multiple characters, so I haven't seen the same bug. --Dogbarian 08:47, 25 Sep 2005 (BST)
Double AP Used
I use Firefox 1.0.7 (Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US;rv:1.7.12) Gecko/20050915 Firefox/1.0.7). I have UD:GAIE & UD:HUD installed. Today I logged in with 34 AP. My actions and remaing AP are as follows:
Action | Remaining AP | Result Reported | Inventory |
......................... | ......................... | ........................................................................... | ........................................................................... |
Login | 34 | N/A | DNA extractor |
Move | 33 | N/A | DNA extractor |
Search | 32 | You search and find nothing. | DNA extractor |
Search | 29 | You search and find nothing. | DNA extractor, first-aid kit |
Search | 25 | You search and find nothing. | DNA extractor, first-aid kit, newspaper |
Search | 23 | You search and find nothing. | DNA extractor, first-aid kit, newspaper |
Search | 21 | Searching the building, you find a first-aid kit. | DNA extractor, first-aid kit (3), newspaper |
Search | 20 | You search and find nothing. | DNA extractor, first-aid kit (3), newspaper |
first-aid kit | 17 | You restore 5 hit points to "player". | DNA extractor, first-aid kit (2), newspaper |
first-aid kit | 15 | You restore 5 hit points to "player". | DNA extractor, first-aid kit, newspaper |
Search | 13 | You search and find nothing. | DNA extractor, first-aid kit, newspaper |
Search | 11 | You search and find nothing. | DNA extractor, first-aid kit, newspaper |
Search | 9 | Searching the building, you find a first-aid kit. | DNA extractor, first-aid kit (3), newspaper |
Search | 7 | You search and find nothing. | DNA extractor, first-aid kit (3), newspaper |
Search | 5 | You search and find nothing. | DNA extractor, first-aid kit (3), newspaper (2) |
first-aid kit | 3 | You restore 5 hit points to "player". | DNA extractor, first-aid kit (2), newspaper (2) |
first-aid kit | 1 | You restore 5 hit points to "player". | DNA extractor, first-aid kit (1), newspaper (2) |
Drop newspaper | 0 | You have run out of Action Points. | N/A |
I am human, obviously. I am NOT using the refresh button on my browser. It seems that my actions are being repeated (in some cases more than once) when I click the action button. But using a first-air kit results in a 3AP loss, only uses 1 first-aid kit, and only heals 5hp?? Also dropping an item uses AP??? I will disable my UD specific plugins and report my results later. --Sammy Jenkis 16:34, 23 Nov 2005 (GMT)
Update: UD:GAIE & UD:HUD (and Fasterfox) disabled I searched twice using the correct amount of AP. Then with 2AP remaining I used a first-aid kit with the result of: You restore 5 hit points to "player". You have run out of Action Points. So I don't think its a problem with the plugins that I am using. --Sammy Jenkis 19:00, 23 Nov 2005 (GMT)
- Is it possible that someone else knows your password and is logged inas you, at the same time as you? This would explain the rather erratic AP pattern. --Spiro 19:36, 23 Nov 2005 (GMT)
- It is possible, but very unlikely. I tend to use strong passwords and not share them with people. My results from today also make it unlikely that someone is using my account at the same time that I am. --Sammy Jenkis 17:31, 24 Nov 2005 (GMT)
Update: Logged in from another location (my home computer). Using Firefox 1.0.7 (Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.7.12) Gecko/20050915 Firefox/1.0.7) with no plug-ins, extensions, etc installed and had similar results as above (I saved the output, so if anyone wants me to post as above, I will). After 10 actions, I switched to IE (6.0.2600.0000.xpclnt_qfe.021108-2107) and didn't have any problems. It seems that it may be a browser problem. I just don't understand why it didn't occur until this week. --Sammy Jenkis 17:31, 24 Nov 2005 (GMT)
- I'm having a similar problem on my last 2AP with more than one character. So far seen it either searching or walking, as soon as I use what should be my second last move I run out of AP when I should have 1 left (which I leave so I know where I am). If I log out and back in again, the missing point reappears. It's only started happening over the last two or three days. I'm using Firefox... --SK 12:55, 29 Oct 2005 (UTC)
Refreshing repeats the action
Refreshing the map immediately after having done an action repeats the last action you did, and will almost certainly cost you AP. To prevent this, bookmark the page, and if you wish to reload it, visit the bookmark. Avoid the use of the "refresh" or "reload" button of your browser.
Below are bugs so far reported that have to do with this phenomenom.
- Couldn't this be 'fixed' by including a "Refresh Map" button or somesuch that reloads map.cgi without performing an action? -- ToxicFrog 2005 11 26 2332 GMT
- I have run into this problem too. It cost me my flak jacket since I had two, droped one, and refreshed. You can look at your own profile, then go back to the city to refresh it, but there should just be a button. Also, its not just the map that needs refreshing, it is your health, AP, and room description. BTW, is there anyway to ask Kevan to take a look at my last actions so he can see that this happened and replace my flak jacket? -- Jack Stevens 6:20pm EST 12/14/2005
- The easiest work around is, rather than refreshing, to click the address bar and hit enter. This makes it so any POST actions won't be repeated. However, if you search or drop, the action is actually a pseudo-GET action, so you need to delete the stuff after "map.cgi". In other words, you can reload the map by going to "http://www.urbandead.com/map.cgi", but if it says "http://www.urbandead.com/map.cgi?drop" or "http://www.urbandead.com/map.cgi?search" etc, you'll need to get rid of the stuff after the question mark. OsuUshi 19:59, 10 Jan 2006 (GMT)
Refresh Problem
After I got revivifed, I entered the building in the same square, and requested for a first aid kit (for my infection). But I noticed each time I click refresh on my browser (Firefox 1.0.7) my AP drops by 1. Not sure if its a bug or a feature to take 1 AP per status update though.
- Make sure you're refreshing a non-action page. You said you just requested a first aid kit - don't hit refresh, but try something else, like clicking on the FAQ and, from there, "return to the game". That way if you refresh you won't be repeating your last action (in this case requesting a first aid). Does that fix it? -pinkgothic 05:54, 7 Oct 2005 (BST)
- See also Revivification Issue further up this page, by the way. -pinkgothic 05:59, 7 Oct 2005 (BST)
- Hmm ok thanks, shall try that next time!
- See also Revivification Issue further up this page, by the way. -pinkgothic 05:59, 7 Oct 2005 (BST)
One more thing: I was with 0AP, and I refreshed to see if I turned into a zombie, and I had -1AP. So, the problem doesn't stop. Just giving my 2 cents
Revivification Issue
I got killed and coordinated with a friend for revivification. I used 10AP to stand up as a zombie, then my friend used a syringe on me. I hit the refresh button on my browser and found myself alive with negative 10AP. I thought the new syringes let you choose when to stand up; it seems that the refresh button made me stand before I intended. -- Lucibelle 07:45, 3 Oct 2005
- Hitting refresh will resend the last command sent to the server on most browsers (some browsers warn you) so you would have told the server to stand up again. A better solution is to click another window (e.g. contact list) then click 'Back to the city' and your status will be updated. --Chainsaws 14:22, 3 Oct 2005 (BST)
Display Question
I noticed that another user had posted a picture of his screen in the bugs section, showing when he saw a super-zombie. His screen looked remarkably different from mine... his minimap had drawing on it, with buildings. He had a totally different display for actions and weapons, as well has HP. It was definitely the same game. This user was using a MAC, does that make a difference? Does the game play differently from a MAC? Please drop me a line here or on my userpage. -User:Tiger Striped Dog
- It's probably becuase he was using a Firefox Extension, such as UDtool or UDtoolbar. -User: Robert McFarlane