Talk:Safehouses

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Is this going to need a disambig page or some way of making the pertinent information stand out? The term "safehouse" as it has been used in game has been to refer to wherever survivors like to hang out, as this old article correctly identifies. However with the new game change it might be nice to keep the game mechanic "safehouse" prominent, and leave the colloquialism "safehouse" as a side note.--GANG Giles Sednik CAPD 12:49, 16 August 2010 (BST)

Yes. Probably move the other stuff to Safehouse (Glossary) and put a note at the top of the main article. --RosslessnessWant a Location Image? 12:51, 16 August 2010 (BST)
Good job writing this article right away ross. Also, here are a couple of screenshots showing what happens when you scout into negative AP. I had just purchased the scout skill and had not scouted any buildings yet. I'll log in later and see if there was a 5 AP boost to my character after coming out of the negative, or if the 30AP was returned to my character. Before (9AP) and after (-21AP).
After testing this with a 2nd character it appears that scouting does not return the spend 30AP. Here I am with Gyles after getting a combat revive. I purchased the skill and you can see all three screenshots in a row and the AP spent. 1 2 3. I'm going to remove that line from the article. Also, I just found out that spending the 30AP only counts as 1 action against your infection and so you only loose 1HP. Bummer, cause I was looking forward to parachuting and standing up with full AP.--GANG Giles Sednik CAPD 13:09, 16 August 2010 (BST)

So, getting this straight, you spend 30AP to "scout" your safehouse, and if done without going into negative AP, you get the 30AP back plus another 5? Hmm. Can has 50+ AP? --

13:12, 16 August 2010 (BST)

It doesn't appear to work this way at all. You spend 1AP to "set" your safehouse (which all characters can do), then you spend 30AP to "scout" your safehouse (which you need the scout skill to do). You lose this 30AP permanently, it doesn't come back to you. I'm guessing the reward is that when your AP recharges naturally you will have a new maximum cap at 55AP, rather than 50. So yes, you can hazz 50+AP eventually. But I'll have to wait for my characters to regenerate their AP to know for sure if this is how the game change works.--GANG Giles Sednik CAPD 13:15, 16 August 2010 (BST)
OH! The way it was worded on the skills page and this article (not that it's anyones fault since no one can test it yet) made me come to a really silly conclusion. Seriously, I was about to be like "WTF is kevan on!" but yeah, so far, from what I've heard now, I like! -- 13:21, 16 August 2010 (BST)

Added stuff, you can't scout Dark buildings. Don't know if bonus AP is achieved if an already scouted building goes dark, might have the same effect as an scouted building getting ruined.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:38, 16 August 2010 (BST)

I have had a char scouting a bank, and then destroying the genny. God Kevan knows if I still receive 5 extra AP. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:47, 16 August 2010 (BST)

Setting Safehouses and Scouting Safehouses are two separate things, the latter even being exclusive to survivors (I assume). Maybe we will have to create 2 separate articles later on. Just a thought. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 15:04, 16 August 2010 (BST)

Indeed. I think once all the info is in one place and verified we can split as is deemed necessary. Can someone see if you can set your building as a safehouse whilst standing outside it? --RosslessnessWant a Location Image? 15:15, 16 August 2010 (BST)
Checked and added to the page. The answer is yes, although you cannot scout it outside. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 15:29, 16 August 2010 (BST)
You can also make a street your safehouse (which is weird) and also an unruinable junkyard (which is useful) --RosslessnessWant a Location Image? 15:30, 16 August 2010 (BST)
That's indeed quite handy. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 15:51, 16 August 2010 (BST)

Question. 5 extra AP per day - cap at 55, or just faster ticks? For hate's sake I spit my last breath at thee 18:18, 16 August 2010 (BST)

Another question: if you set a multi-block building as a safehouse, do you get the extra APs in any of the blocks, or only one? I assume the latter.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 19:00, 16 August 2010 (BST)

Great, just what we need, survivors with more AP. Look at the stats, it needs to be the other way around! And yet, it could be an overall win to the zombies, fooling the hapless harmanz into wasting 30AP on scouting only to trash their safehouses before they can even benefit from them. Hmmm, this could set up some nice sieges.

Given the AP investment, plus the fact that a day's gain is about the same as the cost to ruin it, it probably won't provide much of a boost at all, except in heavily green areas where it was already cemented that threats were transitory. If anything this update is just going to help either side hold their ground easier - dark buildings and groans are now much more zombie-friendly, so reclaimation gets tougher, but with defended areas now giving more AP, holding green zones is easier too. For hate's sake I spit my last breath at thee 01:30, 17 August 2010 (BST)
I can confirm that AP still caps at 50AP, regenerates at the usual rate, and that there seems to be about a 10% boost to the usage of AP, translating to and extra ~ 5AP per day. Interestingly, I have only noticed this effect taking place on failed actions, such as missing with my shotgun or failing to search for an item. Can anyone confirm that you save AP on successful actions?--GANG Giles Sednik CAPD 13:14, 17 August 2010 (BST)

Likewise only failures so far. --RosslessnessWant a Location Image? 13:25, 17 August 2010 (BST)

Confirmed. You move quickly through your safehouse. Searching the store, you find a pistol clip--Umbrella-White.pngThadeous OakleyUmbrella-White.png 13:48, 17 August 2010 (BST)
Something else I noticed, the update says appr. 5AP, which means one bonus AP per 10 AP spend. I don't know the random factor, but I get the feeling I'm getting a lot more than that. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 13:54, 17 August 2010 (BST)
Whats the safehouse? Raw search numbers would be good. May be affected by powered/unpowered. --RosslessnessWant a Location Image? 14:13, 17 August 2010 (BST)
A powered mall corner, and you only set one corner as your safehouse btw. Also, the effect also works in dark buildings, even though the accuracy of actions in dark buildings doesn't change. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:24, 17 August 2010 (BST)
Though I may be wrong. I would need to re-charge to 50AP, then spend it all in one go to see how much I would really get.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:31, 17 August 2010 (BST)

That 5 AP bonus seems HIGHLY theoretical. How often do you spend 50 AP all in one building that meats the qualifications for scouting? And actually, you can't even spend those 50 AP on day one, because scouting costs 30 (31 with setting the safehouse)- practically speaking, you need to rest 16 hours or so before you can spend those 50 AP. Seems a bad bet for AP expenditure, and an option that encourages bad (static) tactics by survivors. Though maybe fun for mall sieges; a 10% boost to damage output helps the kill-dump-cade defense. SIM Core Map.png Swiers 04:55, 18 August 2010 (BST)

Bug?

I nominated and scouted Gelasius Hospital in Vinetown as a safehouse, and on returning from a brief service at a ruined corner of St John's Cathedral, was told the still-intact and EHB hospital is now 'ruined beyond recognition'. Shurely shome mishtake?--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 13:28, 18 August 2010 (BST)

Strange. Bugs are to be expected I believe, I'd suggest going onto Bug Reports (Kevan still monitors that page, DW) and if he doesn't reply, just nudge him on his talk. -- 13:45, 18 August 2010 (BST)
I've also heard someone say their nominated safehouse changed, from Gelasius to the Pilyer Building!--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 20:41, 18 August 2010 (BST)
Kevan fixed it! Horay! -- 09:55, 21 August 2010 (BST)

Manufacture syringe?

Has anyone tested if the bonus can also apply to the `Manufacture syringe' action? That would be very interesting, IMHO. --Itsacon (Talk | Grungni | Ikhnaton) 10:05, 19 August 2010 (BST)

Seconded. Let's document this one way or another. --ZaqWer 21:57, 20 August 2010 (BST)
Been testing for the last three days, message finally popped up. Only saved one of the 20 AP spent. Hyperion 18:52, 21 September 2010 (BST)
Thank you sir! --RosslessnessWant a Location Image? 18:53, 21 September 2010 (BST)

Return on Investment

I think the main article would benefit from a "return on investment" section. Something to the effect:

Survivors are advised to scout safehouses thoughtfully and infrequently. Scouting a safehouse is costly at 30AP. It takes about 6 solid days of searching, barricading, etc in the same building to get a return on that investment. If you are not confident you will utilize the same safe house for at least a week, your scouting effort will cost you more than it will benefit you. --ZaqWer 21:57, 20 August 2010 (BST)

Feel free to add such a section. ᚱᛁᚹᛖᚾ 09:59, 21 August 2010 (BST)
Added. --ZaqWer 01:56, 30 August 2010 (BST)

starting

newly created characters already have safehouses set, to the place they started in. I added this to the article, don't know yet if scouts have the same thing, since they start outside. --

04:38, 23 August 2010 (BST)

Not so ruined safehouse

Not sure about this, but I had a scouted safehouse and then it was sacked while I was gone. I didn't go back until after it was repaired and I still had my scouting benefits. I guess the check only happens when you enter the building, which seems obvious enough. Did everyone already notice this and I'm just late to the party? Tidexter 02:07, 4 September 2010 (BST)

I'm pretty sure you only lose those benefits if the building gets Ruined, not broken into by zombies or Ransacked. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:11, 4 September 2010 (BST)
Sorry, I mean sacked as it in it was completely ruined for a few days, not just ransacked. --TheInfamousDexter 02:20, 4 September 2010 (BST)
Bug Reports is the place you want. Because I'm sure this is just a minor bug. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:34, 4 September 2010 (BST)

How do I stop a place from being my safehouse?

I accidentally clicked the safehouse button when I was in a building, even though I don't want it to be my safehouse. It says 'your safehouse is the lowther building, x blocks east x blocks south'. How do I get rid of that? I tried killing myself, but that didn't work. User:Samu3l

there is an ignore button when you are a zombie I believe. and when you are living, just pick a new safe house and hit the button. that should reset it. also If you write a comment it's useful to sign it so that other editors will know who wrote it. You can write "~~~~" at the end of your comment to sign it, or there's this button Sign.png on the top of the edit page that will sign for you if you want. check your talk page for more hints on using the wiki. good luck --User:Sexualharrison19:48, 28 February 2012 (bst)
but how do I make it so I don't have any safe house at all? surely there must be a way to do that? now let's see if this signing works lol --Samu3l 20:01, 28 February 2012 (UTC)
Have you checked if there is some sort of undo button when you are inside your designated safehouse? Alternatively, ruining the building might undo it. Personally I have toyed very little with the safehouse mechanic, so I can just provide guesswork. -- Spiderzed 20:33, 28 February 2012 (UTC)
I tried making the building i was currently in my safehouse, and then looking for an undo button. But all I saw was: "your safehouse is [the building i was currently in]'. Didn't see an undo button anywhere.. --Samu3l 00:26, 29 February 2012 (UTC)
I played around a bit when the update was released and could never figure out a way to turn it off. Once you set it once, you're stuck with it. All new characters start with their spawn point as their safehouse, even zombies I believe. Coincidentally, if you use ?home a zombie, you recieve the message You look around for a moment, confused by your surroundings. ~Vsig.png 01:54, 29 February 2012 (UTC)
huh.thanks for the answer. that's kind of lame that you can't turn it off. i guess i'll just hide it with my settings. (especially since the building's right next to overrun creedy..kind of a useless safehouse lol) i wonder if it still shows a safehouse when one becomes a zombie? --Samu3l 06:41, 29 February 2012 (UTC)
Next user tip. Use the Show preview button before you save the page. it allows you too see your edits before adding them to the wiki. try it you will like it.--User:Sexualharrison13:47, 29 February 2012 (bst)