User:Jonny12/test

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Possible policy?

The aim here is for a massive devolution of power across the wiki. Obviously it was inspired by the recent policies on this. I want to reduce the distinction between sysops and normal users by blurring the power gap.

Whilst the current system does have a lot going for it, I think it's too inflexible and doesn't really endear sysops to new users. So, I want to spread powers across the board for all users. This policy will change the power set-up from the current system of a minority governing a majority to the majority governing themselves.

New classes of user

We will define 6 new classes:

  • Just registered
    • These users have just registered an account. They can read the wiki and edit their user/user talk pages. They cannot do anything else. The wiki software will be used to produce a message (similar to the current Project Welcome one) which will tell them what they can and can't do; and also tell them that they must wait 24 hours to be able to edit other pages. The message will also be copied onto their talk page.
  • New user
    • These users have had an account for 24 hours. They can now create new pages and edit all unprotected pages (like a normal user nowadays) except policy discussions and arbitration. After all, someone who has been around for a day clearly doesn't have a clue what's good or not for the wiki.
  • Competent user
    • These users have been around for a month. They can now edit all pages (but cannot become an arbitrator) and are given the 'move' privilege.
  • Established user
    • These users have an account with 500 edits and is at least 2 months old (both conditions must be fulfilled). They now get the 'undelete' and 'protection' abilities, and can put their name forward on arbitration cases.
  • something user
    • These users have shown a commitment to the wiki and have indicated that they would like to help more. Admission to this group is by 'popular praise' (i.e. our current promotions page); as long as the previous 3 classes have been fulfilled. This gives a user the full range of administrative abilities (+banning, +deleting, +ruling on misconduct). If the user in question is inactive for two months, they are demoted to the level below and must go through a "popular praise" again to regain their abilities.
  • something user
    • These users are the most committed of the wiki - the requirements for this are 1000 edits and 6 months on the wiki. They can do everything and promote/demote other users through the ranks. They also rule on 'popular praise' attempts. There can only be 3 of these users at any one time on the wiki (excluding Kevan and his alts) and therefore all users from the level below who fulfil the requirements will be automatically entered for a vote. The top three will be promoted (almost identical to our current bureaucrat election).

Misconduct

  • If anyone commits some kind of misconduct (which will now be defined as abusing the abilities of your level) they will be demoted to the level below and all counters reset.
  • There will still be the system of warnings and removals.
    • e.g. Steve is an 'established user'. He vandalises a page by editing someone else's comments. He is demoted to 'competant user' and he must now wait another 500 edits and 2 months to be promoted again. He also picks up a warning.
    • e.g. Bob is sitting on 2 warnings as a competent user. He vandalises by moving pages around. He is banned for 24 hours and is then demoted to 'new user' on return.
  • Autobanning of adbots and spammers is still allowed.

Notes

  • 'Popular praise' is like our current sysop elections.
  • Even though there will be a massive devolution of power, requests must still be placed on the appropriate page.
  • Unless said otherwise, promotion is automatic.
  • Vandal banning will obviously be merged almost entirely into misconduct. It will be reserved for reporting banned adbots, spammers and alts of banned users.
  • Arbitration will come much more closely under the administration banner.
  • The idea with stopping edits for a day is to reduce vandals, spammers and people who make an account to vote on their friend's suggestion etc.

Guide to racking up the XP as a zombie

The way to get more XP faster is to maximise the XP/AP ratio. In other words, estimate the potential XP gain from the expenditure of AP. Is it worth it?

I'm generally increasing at about 1,000XP per month; and I don't play every day. So, if we assume I play 26 days a month, at 50AP a day...that's about 0.76XP per AP. This is the figure we want to aim for.

Note: I have every skill for both human and zombie.

When faced with barricades

Don't bother wasting your AP bashing them down, unless they're already at lightly or less. Above that, it's really not worth it. You only get 1XP for bashing barricades, at a commonly held figure of 20% attack chance i.e. 0.2XP/AP. It's quite irritating to spend ages knocking down barricades and find no-one inside; so try to also reduce your bashing to the buildings you are pretty sure there is at least 1 person inside.

The number of people inside isn't really a problem, as after knocking down the barricades and killing someone, you probably won't have much AP left.

Once inside the building

In a nutshell, be selfish. Don't bother going around infecting everyone to make it easier for your fellow zombies to take the building. Who cares about them?

  • Always attack with claws. Maxed-out claws average at 1.5XP per AP, compared to 1.2XP/AP for biting. I wouldn't even switch to try to get the overlap when your target is about to die. Just finish them off - there's nothing worse than running out of AP when there's someone on 2XP, just because you wanted to try to get 14XP instead of 13XP.
  • Have a look at your remaining AP. If it's quite high, start on a 60HP survivor, as you've got 70XP waiting to be taken there. However, if you don't think you could finish them off, just kill a normal survivor. The 10XP kill bonus is a massive help, so you want to take as big an advantage as you can out of it.
  • If you're in there with a fellow zombie and they steal your kill, don't worry about it! You only get half XP for damaging other zombies, which is 0.1XP below our figure - it's not much, but it adds up over time. Just start on another human.

After killing a human

When there's others around

Simply start on the next survivor. You want to maximise XP for AP, and running to hide in a horde won't do this. Unless you spend less than 6AP finding it and getting back, it's not worth it. Just get used to taking the headshot and playing with 44AP.

You're not going to kill them, but you can get a good return - your final 10AP will result in an average of 15XP over what you were expecting for the day. Put another way, that's 105XP extra a week.

When left alone

  • Ransack the building, if it's not been done already. Only do it once, as the next levels don't give any XP. In fact, ransacking is the best way to gain XP, with a massive 5XP/AP!
  • If there's a generator in the building, you can destroy it if you want. I generally don't bother as they take so long to destroy, but it's your own choice.
  • Look at how much AP you have left for today. If it's about 5 or less then you may as well just stay where you are inside and hope to avoid being killed. Otherwise, go walking around trying to find another open building (hints: look for honeypots like hospitals, police stations etc. or groups of zombies on one building. Don't bother with malls as you're never getting in there on your own.)

When killed

Resist the urge to stand up until you have the full 50AP to use. There's no point wasting a day's play because you decided to stand up at 35AP; instead of being patient and waiting.

For true nerds, you could try timing your play over the 'tick'; effectively giving yourself 51AP for the day. Or even work out when your last AP will be credited and play in the half-hour after that, so that you don't waste any recharging. (I don't do this as I a) have a life and b) it'd be too much effort anyway.)

Where to go?

  • Generally stick in the north of the city. Historically it's a lot more populated than the south.
  • Use the Suburb map to see where the green areas are. Go there, as humans will feel safe and might even sleep on the streets.
  • Always move diagonally. This means that you see more new squares every move (5 as compared to 3); maximising your chance of spotting something interesting.
  • Look at the most recent feeding groans (within 1 hour or less). If they're from a long way away, that's a good target as there must be a lot of survivors there to trigger it. Just make a judgement call on whether it's worth it. And when travelling to the building, travel diagonally - this time to save AP getting there.


to finish