User:Ev933n/can gage even read

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the page that meekly goes where every whining newb has gone before

Can Gage Even Read?

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Mods need to learn manners sometimes.

I am a bit confused. How is a helpful Re: from someone not involved (ie: author or voter) in the thread less useful than "cause you're an idiot and your suggestion sucks?" ... I mean, I get that he is a mod, and I get that I broke the rules in my attempt to help out the Author. What should I do if I see a mod break rule #1 for voting? Talk:Suggestions#Further_Discussion

Archived Discussion

From the Peer Reviewed Suggestions page.

Online Status

Timestamp: Lonewolf17a 19:15, 2 December 2006 (UTC)
Type: Improvment
Scope: Everyone
Description: Okay this is more explantion than what needs to be said for this because it's really quite simple okay... what this feature would allow you to do would be to check your Contacts list Online status Example: You go to your contacts list right then the people who are online have checkmark by there name and the people who aren't online have an X by there name (oh when i say online I mean who are currently playing the game)

Anyways thanks for your consideration and time out reading this...--Lonewolf17a 19:15, 2 December 2006 (UTC)

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  1. omitted due to irrelevance
  2. Spam - Meh... maybe if it was a mutual contact, but not just anyone on your contacts list. -- Anime Sucks 19:31, 2 December 2006 (UTC)
  3. Spam - as Anime Sucks.-- Gage IV, Benevolent Ruler by Divine Right of the Wiki 19:52, 2 December 2006 (UTC)
    Re- Hey i hate anime as much as the next (if not more) but why spam this?--Lonewolf17a 19:56, 2 December 2006 (UTC)
    Re - cause you're an idiot and your suggestion sucks?-- Gage IV, Benevolent Ruler by Divine Right of the Wiki 20:01, 2 December 2006 (UTC)
    Re- Fuck you then what did I do to you?--Lonewolf17a 20:22, 2 December 2006 (UTC)
  4. omitted due to irrelevance
  5. omitted due to irrelevance
  6. Spam - As Anime Sucks. And lonewolf, Gage was referring to the user Anime Sucks whom voted above him not anime itself. Read carefully next time ok?--Mr yawn 20:29, 2 December 2006 (UTC)
    Re-Okay i see your point on that but why did you spam it then?--Lonewolf17a 20:46, 2 December 2006 (UTC)
    Re - They spammed it for the same reason as AnimeSucks. "Meh... maybe if it was a mutual contact, but not just anyone on your contacts list." is I believe what they were attempting to reiterate. --Ev933n 21:36, 2 December 2006 (UTC)
    You are not the author.-- Gage IV, Benevolent Ruler by Divine Right of the Wiki 21:38, 2 December 2006 (UTC)

Zerger Preventing GKing Melee Alteration

Timestamp: Jon Pyre 06:09, 21 January 2007 (UTC)
Type: Balance Change
Scope: Survivors Attacking Generators
Description: GKing (referring to survivors destroying generators) is a bit overpowered considering that generators are only equivalent to a single level of barricades, easily destroyable in five or so hits, but take upwards of 50AP to find and fuel. I suggest the following minor change to make it a little more fair: prevent the use of melee weapons against generators.

A few simple hits from the axe is all it takes to eliminate a generator. The generator can be eliminated with perhaps five to eight hits, allowing a GKer to depower multiple buildings and have plenty of AP left to escape and hide in a distant location. Many people run characters that exclusively GK with an axe, never needing to search or perform any other action. Requiring them to use firearms instead of axes would have a few positive effects:

  1. First, it would force them to divert some of their AP into searching, allowing less destruction of generators overall, though this might be more or less evened out by the greater accuracy of the pistol.
  2. It would require they utilize resource buildings for ammunition, meaning that the destruction of generators would have a negative impact on them as well by lowering their search percentages too. Currently a GKer need never search.
  3. And finally, and most importantly, this would help eliminate zerging. It takes far too little effort to make multiple GKer characters. Right now to have the most utterly efficient GKer you only need three skills: Free Running, Hand To Hand Combat, and Axe Proficiency. A fireman only has to earn 200xp and they're ready to destroy generators by the dozen. Requiring the use of guns means the most efficient PKer would instead need six skills: Free Running, Basic Firearms Training, Pistol Training, Advanced Pistol Training, Shopping, and Bargain Hunting. The greater number of skills and the fact that they're spread into two different class types would mean a greater investment of time to start a GKer character.

When trying to attack a powered generator with a fire axe, pipe, knife, or crowbar the player would instead get the message "Attacking a power source with a conductor is a bad idea." This would not consume an AP. Fair's fair, so melee attacks with metal weapons would be possible against unfueled and thus safe generators. Also it would be possible to destroy even powered generators with the baseball bat, though the weapon's low percentage rate would make guns the more attractive option. This would however, leave the baseball bat as an option to players that want to destroy a generator in order to make their building safer.

I think this is a fair change that would make it harder for zergers to destroy generators en masse. I'm not saying this is necessarily a widespread problem, but that it is a loophole that should be closed. Note that this change would not affect destroying a generator with a firearm in the slightest, GKers that already favor guns would suffer no adverse consequences from this fix.

  • Note: This wouldn't affect zombies in any way. We'll assume their utterly different biology isn't harmed by voltage quite as easily as puny humans are, so hand attacks are still aok.

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  1. Spam - This is stupid. You already can't attack them with firearms, why take axes away? Don't pretend this is to stop zerging. If Kevan wanted to stop zerging he would have much harsher zerging penalties. Stupid, Pathetic Asinine Moronic.--Gage 06:21, 21 January 2007 (UTC)#*
    Re Can you really not destroy generators with firearms? I haven't tried to destroy a generator when not a zombie so I wouldn't know. If that is the case I will revise this to suggest that Kevan allow attacks on generators with firearms, with equal percentage to destroy as the axe currently does. I would like confirmation that it isn't possible before I revise though. And Kevan has issued pretty harsh zerging penalties. I believe if you're flagged your percentages in everything effectively become 0. Hard to become harsher than that. I don't mean to guess Kevan's thoughts but I'd think that a minor change to further reduce zerging would be fine by him. This would help prevent zerging by people that can change their IP address, a relatively simple feat, and avoid his countermeasures. --Jon Pyre 06:27, 21 January 2007 (UTC)
    This doesn't stop help prevent zerging in any way shape or form. Kevan making it impossible to attack anything when you trip a zerg flag would help prevent zerging. HURR.--Gage 06:35, 21 January 2007 (UTC)
    You have always been able to destroy generators with firearms. Idea noted before it goes; shame to see that spam votes are still being abused here. --Kevan 13:08, 21 January 2007 (UTC)