Strike For Syringes

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Strike For Syringes
Necrotech strike.jpg
Abbreviation: None, although SFS can be used
Group Numbers: 16 according to the stats page
Leadership: None. Democratic strike
Goals: Strike. Refuse to revive. Spread the word.
Recruitment Policy: Anyone who sympathises with the recent rise in AP needed to revive a zombie
Contact: none

Following changes on the evening of Tuesday 28th March 2006, whereby Kevan announced that the AP cost to activate a NecroTech Syringe has risen tenfold to 10AP, and though they now give 10XP, some scientists have reacted in dismay, believing that their job has become virtually untenable. They therefore created this group within eight hours of the change.

The change in syringes has resulted in the average AP cost to revive a zombie to increase from ~20 to ~30, including manufacturing the syringe but not counting movement costs. While searching can decrease this cost, it can also raise this number significantly, as being beholden to the results of the RNG. With 50 AP per day, this means that in one day a Revive Technican may revive 4-5(Minus AP treking to and from your safe house) zombies a day after spending 1.6 days worth of AP to create the syringes.


Goal of Strike For Syringes

The humble NecroTech has long been an avoided character due to the complete lack of combat skills, and the fact that to there is no reliable way to gain XP compared to combat-based classes. Starting NT characters often stay low level until they have managed to earn enough experience to gain Free Running, now an essential skill for survival. With the advent of the massive rise in AP, reviving other survivors is simply not an achievable aim compared to the ease in which they can be killed by both Zombies and PKers. Since starting characters using the Cop class can gain XP at a much higher rate per AP than NecroTech classes, this leads to NT's being outclassed at their own tech tree. These issues combined have led to a number of players downing their tools and refusing to play until the mechanics that have essentially made a character class obsolete to start as, have been resolved.

Rumoured Causes of the Syringe Change

  • In the wake of Necronet Access, combat revives had become too prevalent, it became a valid tactic to stockpile a dozen syringes and take out an entire zombie strikeforce in as many clicks, dumping their bodies and rebarricading. This probably isn't how syringes were intended to be used.
  • Revivification of survivors had become so quick and easy that death was no longer a significant threat for some survivor players, and zombies were becoming frustrated when the entire population of a safehouse could be revived by a single NecroTech syringe-hoarder, and back in play within five minutes. (The Shambling Seagulls cite this as a reason for leaving the game: "By late March 2006, despite improved attendance and big daily kill rates, the rate of revival for humans as a result of syringe manufacture meant that too little impact could be made on even a quiet suburb.")
  • General concern about a possible fall in zombie numbers as a result of Necronet Access.

Strike For Syringes's Membership

Membership in this Group means that you agree that the change of +10 AP to revive a zombie is excessive. Members will change group to "Strike For Syringes", to add to the statistics page.

Strike For Syringes's Policy

Members will abide by one of several available options:

  • First and Foremost, No more revives. For Anybody. No exceptions.
  • If zombified or already a zombie, do not get revived. Enjoy yourself. Some players advocate ZKing, this is a personal choice.
  • Not Play. Just not log in anymore. Obviously this precludes options A and B.

Aims of Strike For Syringes

Before the AP hike, there was still an issue regarding the usefulness of the NecroTech as a starting class - several suggestions were peer-reviewed regarding class balance, but Necrotech Syringes were considered fair use once a Scientist had reached Level 3. After all, it took between 1 and 20 AP to find/manufacture a syringe depending on the character and facilities, and 1AP to actually revive. Dedicated groups of revivers had set up clinics to help survivors who had become zombified, which were in constant demand, sometimes with over a hundred queued for attention. If a reviver had located a supply of syringes, they could aid these survivors to the best of their ability, and keep the game dynamic.

However, the rise in AP cost has meant that only four zombies maximum can be revived at any one time, at a cost of 40AP plus any movement cost. Considering the fact that zombies have recieved several combat-related additions to their combat prowess, and PKers can kill unsuspecting humans in as little as 5AP, using the 25AP difference between killing and being able to revive to search for ammo, human revivers and especially revive groups are unable to keep the balance of reviving to killing.

The hoped for resolution is a decrease in the AP cost of using a syringe to revive first and foremost. This will make revive clinics and groups a viable option again, and go some way to redress the disparity between the ease of killing or becoming a zombie, and the relative difficulty in reversing this. An ideal change would be to put the revive cost back to 1AP, although 2AP was the cost that several players were expecting when the news was read, and would be more acceptable than the current situation.

The issue with 5XP per revive is secondary (And important only for comparison, Stop talking about this as if it were our Primary concern. Thanks.), but the issue still remains that reviving is currently the lowest XP per AP action a survivor can perform, short of failing to learn from a book. If the AP cost is lowered, this will be on the way to resolution by itself, but will hopefully be addressed fully in a later update (talk of a MKIII syringe on various discussion pages have given rise to some interesting ideas.)

We understand that one of the outgrowths of Syringe Manufacture was more Combat Reviving. However, CR is not a guaranteed effective tactic because:-

  • You may have just created a Zombie Spy, who may also have a pistol or shotgun and the skills to use it.
  • A zombie with Ankle Grab can be in fighting form in at little as 4AP, by standing up, committing suicide, standing up again and re-entering your safehouse (assuming that they are revived inside a tall building; they may take longer finding one that isn't heavily barricaded, if revived elsewhere).

This change in the syringes will reduce combat revives and make it harder for safehouse massacre victims to be quickly revived en masse, but this as a solution is overkill, like using a Shotgun to kill a Fly.

Players Who Support This Strike

See discussion for reasons.

  1. Slavedriver 00:54, 29 March 2006 (BST)
  2. Deathnut STRIKE!|RAF|W! 23:19, 29 March 2006 (BST) Due to lack of action and the need to be alive I am quiting the strike.--Deathnut RAF|W! 07:54, 5 April 2006 (BST)
  3. John Rove 05:35, 30 March 2006 (BST)
  4. Pinata14:46, 30 March 2006 (BST)
  5. YBME STRIKE!|RAF|15:29, 30 March 2006 (BST)
  6. Fireswordfight 00:48, 31 March 2006 (BST)
  7. Arcibi 03:57, 31 March 2006 (BST)
  8. prof semaj as much as i hate to give up use of my primary weapon im in
  9. Mattiator 03:54, 18 April 2007 (BST) I agree the cost is excessive

Players Who Want to Strike But Know Better

See discussion for reasons.

  1. NathanDansforth 21:19, 29 March 2006 (BST)
  2. TheBigT 23:58, 29 March 2006 (BST)
  3. Ju Ju Master 01:03, 29 March 2006 (BST)
  4. Ifer 06:45, 30 March 2006 (EST) {Also, Juandfr, Claerelle}
  5. Erados 21:43, 1 April 2006 (BST)
  6. Celt Mac Éireann talkW! 11:39, 31 March 2006 (BST)
  7. Otware (otleysan) 18:22, 3 April 2006 (BST)
  8. BlueSTARS 21:47, 5 April 2006 (BST)
  9. Steve McFarnickle

Players Who Oppose This Strike

Aside from the many players who haven't joined the strike, the following players have specifically spoken out against it. See discussion for reasons.

  1. Karlsbad 00:07, 29 March 2006 (BST)
  2. Mpaturet 00:20, 29 March 2006 (BST)
  3. Nubis 02:11, 29 March 2006 (BST)
  4. Mia Kristos 01:31, 29 March 2006 (GMT)
  5. Davedavinson 08:07, 29 March 2006 (BST)
  6. furtim 20:18, 29 March 2006 (BST)
  7. ism 02:49, 29 March 2006 (BST)
  8. TheTeeHeeMonster 00:26, 29 March 2006 (BST)
  9. Petrosjko 00:47, 29 March 2006 (BST)
  10. Gabriel Nox 00:54, 29 March 2006 (BST)
  11. Velkrin 01:21, 29 March 2006 (BST)
  12. John Ember 02:55, 29 March 2006 (BST)
  13. Davedavinson 08:14, 29 March 2006 (BST)
  14. Andrew McM W! 22:29, 29 March 2006 (BST)
  15. Jorm 20:43, 29 March 2006 (BST)
  16. Lurking Grue 23:34, 29 March 2006 (BST)
  17. Caz 01:19, 30 March 2006 (BST)
  18. Private Chineselegolas RAF 01:25, 30 March 2006 (BST)
  19. Irishmen 01:48, 30 March 2006 (BST)
  20. Craw 01:51, 30 March 2006 (BST)
  21. Guardian of Nekops 04:23, 30 March 2006 (BST)
  22. Anothertwilight 05:48, 30 March 2006 (BST)
  23. Verman 07:14, 30 March 2006 (BST)
  24. Grim s 07:35, 30 March 2006 (BST)
  25. Jacquie 08:00, 30 March 2006 (BST)
  26. Siddhant 11:53, 30 March 2006 (BST)
  27. Wireddeath 12:22, 30 March 2006 (BST)
  28. Denzel Washington 13:17, 30 March 2006 (BST)
  29. The General 14:30, 30 March 2006 (BST)
  30. John the baker 15:03, 30 March 2006 (BST)
  31. Alicia Jennings 16:33, 30 March 2006 (BST)
  32. Star 22:55, 30 March 2006 (BST)
  33. Kibbs 23:06, 30 March 2006 (BST)
  34. Sindai 23:54, 30 March 2006 (BST)
  35. CthulhuFhtagn 01:17, 31 March 2006 (BST)
  36. McArrowni 02:12, 31 March 2006 (BST)
  37. pundamkuu 10:16, 31 March 2006 (BST)
  38. Ninja of Love 01:35, 31 March 2006 (BST)
  39. McSnatherson 02:28, 31 March 2006 (PST)
  40. Tycho44 10:55, 1 April 2006 (BST) (I support your right to strike, but I approve Kevan's changes.)
  41. S.Q. 11:02, 1 April 2006 (BST)
  42. Greymoran 13:20, 1 April 2006 (BST)
  43. Thom Solo 19:45, 1 April 2006 (BST)
  44. AZK 23:42, 1 April 2006 (BST)
  45. Zaruthustra-Mod 02:08, 3 April 2006 (BST)
  46. Johnny Rico 15:55, 3 April 2006 (BST)
  47. xbehave 02:58, 8 April 2006 (BST)
  48. Cdrwcry 00:35, 10 April 2006 (BST)
  49. Wifey 08:56, 24 April 2006 (BST)

Groups Who Support This Strike

See discussion for reasons.

  1. Final Resistance.
  2. Switzerland editorial note; this is a one-member group
  3. Crossman Defense Force note; whilst members of the CDF may support it, I don't think we support it as a whole
  4. Malton DEA

Groups Who Oppose This Strike

See discussion for reasons.

  1. Rotter's Relief
  2. CMS-Meta
  3. Strike Breakers


Feel Comfortable with adding Names/Names of Organizations, but Not Reasons in these sections. It can get bloated very quickly with all the talk and replies Quasispace 03:45, 29 March 2006 (BST)
I will try and put all those that add their names and reasons to the discussion page onto the main page. --Karlsbad 00:53, 30 March 2006 (BST)
RRF was an April Fools joke. Naturally. SUNOVA!!! --Karlsbad 21:24, 2 April 2006 (BST)