User:Swiers/talk archive May 13 2006

From The Urban Dead Wiki
Jump to navigationJump to search

Damn, this crap really piled up. Time to shove it all in the closet and pretend I cleaned up.

Developing Suggestions to Active Suggestions

Hey Seb. A suggestion's author is welcome to cycle any developing suggestion text when the suggestion goes to vote. In the discussion leading up to the new voting system, the informal consensus was that this would not be done automatically. I personally feel that once workshopped and under vote, a suggestion should stand on its own; any new discussion is relevant only to the suggestion, not to the history of its development. Anyone who disagrees may archive the developing text themself on the vote's talk page or on his user pages. Truth is, nobody wants the burden of doing this task day in day out. Cut and paste, cut and paste... yuck... --SporeSore 13:55, 9 May 2007 (BST)

Wat the Heck?!

You put something on my talk page? I don't know why you put it there, or even what the heck it is. Could you explain please? --Poodle of doom 01:25, 8 May 2007 (BST)

Didn't you edit / update one of the "User:NTstatus/Suburb" pages, likely via the NT Status Map? I have them all watch listed and put that template on the talk page of anybody who does edit / update them, along with a thank-you note. Most people take it as a polite gesture of acknowledging their contribution. Maybe I clicked onto your page by accident, though. --Seb_Wiers VeM 01:31, 8 May 2007 (BST)
Actually I updated the status of a suburb. Yes. However I didn't realize that this was a gesture of appreciation, or what it meant. Sorry,... and,... You're welcome. --Poodle of doom 02:27, 9 May 2007 (BST)

Suggestions

I took the statement w/ "Votes that do not conform to the above may be struck by any user." to correspond to the template with # justification --~~~~, where a reason is needed. I didn't know about this thing w/ unneeded justification, could you please point me to the relative discussion? I also witnessed Darth Sensitive striking unjustified votes on the suggestions page for quite some while. --ZombieSlay3rSig.pngT 03:30, 6 May 2007 (BST)

Imagine

Looks cool. But... what.... is it exactly? --Ducis DuxSlothTalk 01:23, 30 April 2007 (BST)

LOL, just realized that in the middle off all my other projects, I never put a statement of purpose on that page. Partly because its purpose is still evolving...
For me, its a place for me to slap up all my philosophical / strategic musings about survivor game play in Urban Dead (and other ideas) without them getting lost in the noise of my watchlist page (which is JIGONORMOUS due to me watchlisting basically everything related to NT buildings). I suck at organizing my user page, and its not really the place to best publish such things, so I started over from scratch with a group / organization / category that would cover most of the projects I have in mind.
My intention in involving others is to create a collection of like minded players that collectively can create an implement new game tools, tactics, and groups, with a focus on non-violent pro-survivor game play. Its part politics, part think tank.
The name "Imagine" was chosen because:
  • it wasn't taken, ad abreviates nicely to "I", for ease of use
  • it reflects the "think tank" nature of the project
  • It allows for some really bad puns: "Imagine/Survivor Safety"
  • Its a John Lennon song about radical political reform. I'm more of a goth / industrial fan, but its widely considered one of the best songs of all time.
--Seb_Wiers Skull n syringes.gif VeM 02:40, 30 April 2007 (BST)

Ah, ok this sounds alright then. I have to admit, I'm at the opposite of the spectrum when it comes to non-violent play. I like to kill. Ahem, anyhoo, Imagine is an awesome song! --Ducis DuxSlothTalk 04:08, 4 May 2007 (BST)

Yeah, I figure most people prefer than path of violence; its a game about zombies after all. To me its more like taking the conflict to a political level; if Imagine can actually start to "wage peace" in Malton, that would be a hell of a good fight! Currently the projects Imagine is implementing (such as Zombies Unlimited and Vita ex Mors) are actually quite pro-violence (or at least not at all anti-violence) but they also allow good potential for non-violent play. Hopefully I can come up with more stuff like that, as its the only way its actually gonna go anywhere, I think. --Seb_Wiers VeM 04:26, 4 May 2007 (BST)

Thanks for the invitation. To be honest I'm not fantastic at codes and stuff, but I am good at writing, especialy persuasive writing, so just send stuff my way and I'll see what I can do. Personaly, I beleive that firstly communication is essential for both zombies and survivors, and more should be done to further that. Me and honestmistake are also working on ways to improve the lot of doctors, who have been sadly neglected.--Seventythree 15:44, 12 May 2007 (BST)

Wow. Your communication plan is very ambitious.... I wish I could help withthe coding and such, but, I'm crap at it. But yeah, If you could get someting like that off the ground.--Seventythree 02:13, 13 May 2007 (BST)

Lazy Bum

You know, there really should be 9-block templates on those museum pages you keep slapping together...--Lachryma 02:53, 23 April 2007 (BST)

Pheh, the only relevant info about a museum currently is what it displays. If somebody types the museum name into the search box, they get that info. Everything else is gravy. Yeah, its lazy, but its still a valid edit and and a useful contribution. --Seb_WiersctdpImagine 02:56, 23 April 2007 (BST)
Yeah, where the museum is doesn't matter. Nor does additional description, barricading policy, or what groups are there matter.  ;)--Lachryma 03:03, 23 April 2007 (BST)
OK, location matters, true. I have no knowledge about those other things. Besides, the whole damn point of a wiki is each editor can make a SMALL contribution of PARTIAL knowledge. --Seb_WiersctdpImagine 03:06, 23 April 2007 (BST)
Oh, I don't care how lame-er, how you contribute, I just wanted to know if you knew of the magic of those shiny maps that are on other location pages. Apparently you do. So I'll leave you alone. And there's no need to YELL AT ME!--Lachryma 03:11, 23 April 2007 (BST)
This is completely random, but I was wondering why you're so active with suggestion stuff. Is that your favorite part of the wiki?--Lachryma 04:31, 23 April 2007 (BST)
I probably wouldn't have a wiki account if I hadn't originally wanted one for the suggestions page. I've actually done some work as a RPG playtester and author, and have friends in the field (it was one of them who showed my Urban Dead back in the early days) so the suggestion page is like an extension of an existing interest (RPG development / playtesting). --Seb_WiersctdpImagine 23:29, 23 April 2007 (BST)
Wow, that's really cool. And it makes perfect sense! I hope to go into game design stuff, writing dialogue and the such, and I really like RPGs, so I think that's awesome for you.--Lachryma 00:25, 24 April 2007 (BST)
That's probably also why I tend to look for the unusual / "broken" game tactics that are perhaps outside what most folks consider "good role play". As a play tester, part of your job to try and "break the game", to be sure that the game rules allow rewarding role playing but don't have gaping holes that power-mongers can abuse. BTW, I'm talking about the geeky pencil and paper kind of RPG, not the computer kind. --Seb_WiersctdpImagine 00:34, 24 April 2007 (BST)
So it was your playtesting ways that invented X:00...that's logical...--Lachryma 00:41, 24 April 2007 (BST)
Maybe. There's a good dose of emergent behavior / crowd psycology interest thrown in on that one. Plus I just was really shocked that nobody liked the "scent death" upgrade, and happened to be looking for an attack group that fit my schedual at the time. My base of interests is very broad, and I like to mix them together. --Seb_WiersctdpImagine 00:45, 24 April 2007 (BST)
Huh. That's interesting. I figured it had to be something unique and strange that thought up that, and a bizarre mixture of randomness sounds about right!--Lachryma 01:01, 24 April 2007 (BST)

Museums

I can't think of anyplace else to put it. I'll probably go back over and do a full locations page write up for those museums... as soon as I have the time.--Jason Muir 20:19, 14 April 2007 (BST)

Sure, I can make it more visible, probably just put it under its own heading.--Jason Muir 02:59, 15 April 2007 (BST)EDIT- Looks like you beat me to it. When I get to other museums, I'll follow the same pattern as that one.

Template:NecroTech

If you're going to change location block components, please make sure they continue to work when you're finished. I reverted your changes to Template:NecroTech as it was breaking every 9 block template on the wiki with a NT building on it -- boxy T L ZS Nuts2U DA 00:55, 24 March 2007 (UTC)

Salt the Earth

Hey, I saw your Salt the Earth policy and NT status thing for the whole city, so I decided to make these. What do you think? --ZombieSlay3rSig.png 20:56, 17 March 2007 (UTC)

RESCUE!

Excellent idea!!! --ZombieSlay3rSig.png 22:46, 11 March 2007 (UTC)

Thanks. No group keen to adopt it, though. --S.WiersctdpNTmapx:oo 22:12, 18 March 2007 (UTC)

Dude, I really like RESCUE!. I hope to get the SSZ behind the idea. Come over to our forum to have a chat mate. --Ducis DuxSlothTalk 11:51, 23 March 2007 (UTC)

kiZombie

I suppose you're right about the zombie lexicon being a bit obtuse at times, but it would be a good thing to use, I think. It's not quite Zombese or Zombish, which are both ridiculously complicated and I couldn't be bothered to learn them. Mainly I figured kiZombie would let people say "bangbang haz" instead of "Gragr!!z Babargman" (Police Department). Admittedly, I'm not sure which is less logical, but at least "bangbang haz" can be found on the wiki : ). - Dr Cornblum X:00 04:18, 1 March 2007 (UTC)

0:00

HI. I wanted to ask your permision to make a 0:00 page similar to the one that Dr Cornblum made for 6:00. If you prefer to keep all the times as redirects to X:00 we could always use someother page like 0:00 shift. BTW check the timetable we did for the shift it's really cool-- Che -T GC X 07:21, 28 February 2007 (UTC)

Yeah, I've seen the 6:00 stuff- it looks great. Use the 0:00 page any way you like, just have an easy to find link to X:00 up near the top, or in some other logical place so that folks who come their via the stats page can easily figure out what its all about. Oh, and keep the category tags I placed; that puts in automatic links at the bottom to some potentially useful stuff. For example, I think eventually the Category:X:00 page is gonna be the main info-source, much like DEM's organization is structured. Do NOT put in a "category:groups" or "catagory:zombie groups" type tag- I was specifically asked NOT to do this (imagine having groups 0-23:00 on the groups page...) and I think it makes more sense to have X:00 on the groups page, and then direct people to the shifts from there. --S.Wiers X:00 15:11, 28 February 2007 (UTC)

Yeah, that's great. I'm gonna start working on it later today-- Che -T GC X 20:56, 28 February 2007 (UTC)

Well the basis of the 0:00 page is done, check it and tell me if you think it's ok-- Che -T GC X 22:13, 28 February 2007 (UTC)
Nice. I did some quick editing to bring it more in line with the current evolution and use of X:00 tactics, as opposed to what the early theoretical ideas where, but that's about it. I'll keep and eye on it and throw in anything else I can think of. --S.Wiers X:00 22:44, 28 February 2007 (UTC)

Tangling Grasp

I've moved the comment you made on my testing data page to my talk page. I don't want to sound rude, but could you please leave your comments about my testing data on my talk page in the future? I guess I'm just a bit OCD about some things.

With that said, you have an interesting idea regarding the unexplained loss of one's grip with tangling grasp, but I don't think this is the case here because the vast majority of my testing has been done in areas without other zombies. More importantly, there would have been some unexplained differences in health I would have noticed during the testing (since they would have to land a successful attack in order to get a grip on them). But I think I will have to keep this possibility in mind nonetheless. --Reaper with no name TJ! 18:04, 13 February 2007 (UTC)

Difference Between Suggestions

I just changed my mind in between the two votes and it was kind of strange seeing my old sig, but that's besides the point. At the time of the first vote, I only had two survivor characters, but now I have two survivor characters and one zombie, so now I really understand the difficulty associated with zombies. The new suggestion really helps zombies find prey easier and if the older one had been posted right now I would vote for it. --ZombieSlay3rSig.png 17:21, 13 February 2007 (UTC)

just letting you know

and thanking you for your clarification in your screams suggestion. Thanks. --Ducis DuxSlothTalk 04:25, 2 February 2007 (UTC)


Randomly Selected!

Okay, out of the blue, I get offered to be a guinea pig? Cool! Bizarrely enough, I'm near the 'bank, so I'll be attacking something random at 0:00 tonight! Anyway, I'll help out with this for the next few days, then I got other group stuff to do. Thanks for the invite, however random it is!--Lachryma 23:05, 2 February 2007 (UTC)

Well, I put this on my talk page, but I guess you missed it...or something:

Lachryma said:
Oh...well...okay. Yes, I find it very interesting. Absolutely fascinating, as it were...You don't like using your talk page, do you?--Lachryma☭ 23:11, 2 February 2007 (UTC)

and we can just talk here, okay? Anyway, I really like the idea of public times for attacks, unlike most groups who hide their attack times in private forums or whatever.--Lachryma 23:21, 2 February 2007 (UTC)

Sure, I just replied on your page because that's how I've seen people do it on mine. I like that because then I know right away when I've gotten a "message". Heck, I have folks use my talk page all the time- I just delete most of it quickly, as it gets out of date, and I don;t bother with an archive.

--Swiers X:00 23:39, 2 February 2007 (UTC)

And yes, the notion of having public attack times is a bit of a shift from normal group tactics. However, there's no plans (yet) to publically announce attack LOCATIONS (other than the current "test phase" in Riddleybank") - that is supposed to be co-ordinated in game. I wouldn't automatically be opposed to such announcments, although it sort of defeats the original goal of X:00. If we are gonna do that, we'd be just another group, one that has an open forum. RRF did that for a long time.
The original impetus behind X:00 was to entirely depend on Scent Death based gathering effects (and feeding groan, etc) but that is limited in effect, and not practical for a test program. Plus it ignores the other benefits of having your attack time in your profile, and using other "low metagame" communication methods. --Swiers X:00 23:52, 2 February 2007 (UTC)

No archive huh? Lazy bum. Well, since I'm addicted to Recent Changes, I can see if you've responded or whatever...Anyway, is your zed near/in Ridleybank?--Lachryma 23:42, 2 February 2007 (UTC)

He will be soon. Right now he's walking around ALIVE in Stanbury; he had 2000+ xp to spend, and I had never picked up a Flack before I bought brain rot. --Swiers X:00 23:52, 2 February 2007 (UTC)

Ah, I was smart...I saved up 800 XP as a survivor and got a flackjacket, then became a dedicated zombie. Yeah, I'm over in Barrvill, since I was heading to Molebank...but I wouldn't mind a bit of a detour.--Lachryma 23:56, 2 February 2007 (UTC)

The hell...

I keep trying to get 0:00 to redirect, but it doesn't work. I think it's because it has a category on it, but I deleted the fething category code, but it still shows up on the page! What the hell?--Lachryma 16:18, 3 February 2007 (UTC)

I'm not part of this, but it redirects for me. SuperMario24 16:22, 3 February 2007 (UTC)

Hmmm...maybe it's my cache or something. Thanks for the input.--Lachryma 16:24, 3 February 2007 (UTC)

I was fucking around with 0:00 for a bit, playing with categories and stuff. Once its cleared out, it should work fine. ALL of the various GMT times (0:00 - 23:00) redirect to X:00- that's one of the first things I did when I created the group. Swiers X:00 16:27, 3 February 2007 (UTC)

When you made the category itself redirect, it broke stuff.--Lachryma 16:28, 3 February 2007 (UTC)

Not sure what you mean, but its fixed now, yeah? I switched the "catagory" entries to being AFTER the redirect on the 0:00 page. Not that it really matters if it has a category. The mods specifically asked me to NOT put all 24 groups in the group category, so they wouldn't clutter up the groups page- which works OK, since the X:00 page is the only one with info on it. Although DHPD gets away with basically the same thing for some reason... Swiers X:00 16:34, 3 February 2007 (UTC)

You made the Category:X:00 into a redirect to X:00...which broke all other pages with said category on them. Get it? But yes, it's fixed, and the experiment of X:00 can continue in peace...speaking of that, last 0:00 was kinda lame...I found someone in that group, but they didn't help me and I only got the 'cades to VS. That's cheap.--Lachryma 16:36, 3 February 2007 (UTC)

Well, there's not many folks doing it right now. I estimate we need at least 10 folks in one time group in one suburb for there to be an impact that goes beyond "gee whiz". That's why this is a "testing phase"- don't expect to eat tons of brains just yet! Swiers X:00 16:40, 3 February 2007 (UTC)

Well, I figured they'd be active, that's all. Maybe next 0:00! Oh yeah, they are talking about you and subcats on the Talk:Main Page thingy.--Lachryma 16:42, 3 February 2007 (UTC)

Hmmm. Thought I read somewhere on the page to keep it at X:00 when not getting ready to go so that it might help publicize the group. He's definitely not at a place that it will be any use, but I can change if you think so. --Darth Sensitive Talk W! 04:16, 5 February 2007 (UTC)


Driving Hunger Driving Force

It's just that I'm opposed to things that even approach automatic actions. A "Cover Fire" skill that gave each survivor present a 1% of automatically shooting a zombie if another survivor shoots a zombie might not be overpowered but it comes close to setting up AI routines for your character to follow. If X then Y. In this case it's "If Other Zombie Enters then Enter Z% Of Time". I think you have a better idea with zombies being able to clump together. All kinds of skills and features could be built around that concept. --Jon Pyre 02:37, 12 February 2007 (UTC)


I personally feel that one of the games major failings is that there is no ability to "plan ahead", and think that sort of thing (done properly) can help cover that gap. Its a less evident problem for survivor gaming because survivors have strong passive defenses (barricades, dispersion), easy co-operation, and can directly help each other, but its really obvious from the zombie play. Zombies are entirely offense oriented, and the game play interface makes that pretty frustrating. I suppose part of the frustration also is in coming up with believable "passive benefits" for zombies. There could be some in the "attacking mobs" notion or similar principles (ransack is a great example) but they seems a lot less obviously applicable.... --S.Wiers X:00 04:36, 12 February 2007 (UTC)

Competing Grasp

No there's no limit to how many zombies can grab on so it is possible the survivor could die with over 50 health. I hadn't really thought about specifically targeting those zombies. I suppose there could be a seperate target "a zombie" and "a mobbing zombie", or it can just be one of those things like Feeding Drag where if it happens to you you're sorta screwed. --Jon Pyre 05:23, 12 February 2007 (UTC)

Trading Suggestion

You know that Give Item suggestion you voted Spam on? Well, it actually have a section where zombies can give items as well. They can now give flak jackets. I suggest you change your vote to Keep, even though it will be Killanted.--ShadowScope 17:13, 12 February 2007 (UTC)

Meh. My original reasoning still applies. I would have voted "kill" if I thought it was a game balance issue; I still feel that its to much like giving others xp. As much as I'd like my brain rotted zombie to carry 10 radios, all tuned to different channels... I'm willing to EARN that ability. --S.Wiers X:00 17:20, 12 February 2007 (UTC)

X:00

the template for X:00 is fantastic. would you like my (alive) cultist in Ghetto Cow to preach over at Stickling Mall? --Ev933n / Talk PPGC 03:43, 16 February 2007 (UTC)

Thanks. Much credit for the template should go to Sirens, who made up the x'oclock image it uses, and to whoever I stole the template formating from. I'm not James Brown, I just did the re-mix.
As to preaching at Strickling- by all means, do. I tried it and died REALLY fast, so here's a few tips.
  • write up your speech(es) before hand, so you can do quick cut'n'pastes. Not sure how much text you get to use, I think its 256 characters. More than that is probably hard to read anyhow. You need to act very fast while standing among the zombies, especially once you start talking.
  • If you are gonna spraybomb, jump outside, spray, and then do whatever else you had in mind. Spraying, running away, then coming back to preach may be a good idea. Again, prepare the message for a C'n'P ahead of time. Hell, paste it to your clip board before you step into the mob.
  • The zombies will try to kill you as you preach, and you can't talk them out of it. (Obvious, but it is still tempting.) Either talk fast a couple times then run, or talk fast as long as you can, and die. I prefer the latter- it's visible to the zombies (another chance for them to check your profile) and should lend more "street cred" to your rantings. Having some FAK's ready for speedy use may keep you alive a bit longer, but you take damage almost as fast as you can use them, so I think its a waste of AP.
  • Don't bother looking at zombie profiles while preaching. Use the back button after words and check out who attacked you, and add them to your contacts. They may be dead survivors trying to stop the flow of info, or they may be ferals who end up converting. Either way you can go back after you die and say "hi", in the appropriate manner.
--S.Wiers X:00 17:33, 16 February 2007 (UTC)

User:Swiers/Zombie Rush

Just letting you know that Gage moved your suggestion page to User:Swiers/Zombie Rush for you -- boxy T L ZS Nuts2U DA 13:02, 16 February 2007 (UTC)

Thanks, I saw that on the speedy delete page. Seems a good place as any. --S.Wiers X:00 17:18, 16 February 2007 (UTC)


Attack Building With Mob

Timestamp: S.Wiers X:00 00:36, 13 February 2007 (UTC)
Type: action / scene description
Scope: mostly just zombies attacking barricades
Description: In most zombie movies, you see some zombies standing around in the streets, fairly inactive, and some pressed into mobs against building barricades. Currently the game makes no differentiation between these types of behavior; an "active" zombie looks just like one that is "passive". Zombies would benefit if they knew when other zombies were actively attacking barricades, and allowinf all players to see this would improve game flavor.

With this suggestion, zombies would gain a new action type when outside any building- attack building with mob. Pressing this button costs 1 AP (most times) and does three things:

  1. It flags the zombie as being a member of the attacking mob, which represents the group of zombies actively pressing on the barricades.
  2. If the barricades have already fallen (and so can't be attacked) it links to map.cgi?in, giving the same effect as pressing the "enter building" button. This costs the normal 1 AP.
  3. It makes an attack on the barricades, if any are still present. This also would cost thew normal 1 AP.

This doesn't actually allow any action type or effect that isn't already currently in the game. It's just a simpler way to attack barricades / enter an open building, that also has the side feature of flagging the zombies attacking mob status. In effect, the zombie is flagged and either enters the building or attacks the barricades (not both) at the normal cost.

Note that is is possible that zombies who do not have MoL would hit attack building with mob outside a secured building and end up not spending any AP (no barricade to attack, but they can not enter) - this is an intentional feature, it lets the zombie join the attacking mob as a way for zeds without MoL to let other's know of their plight. Assume the zombie is "scratching at the door" if you like.

Once flagged, a zombie remains a member of the attacking mob, but would loose this flag if:

  • They perform any action except speaking, gesturing, or further use of attack building with mob.
  • They enter the building (via "attack building" or just the "enter building" button)
  • They log out
  • They take fall down dead (revived or killed)
  • They attack any character
  • They fall below 10 AP ("You are getting to tired, and get pushed to the edges of the mob")
  • They trigger any conditions that currently are used to indicate the player is using another character (whatever methods Kevan has for this that I may not know about)

Note that the attack building with mob button would remain present even after the zombie had already joined the mob- allowing them to actually continue to attack, obviously. At that point its mostly there for convenience and also in case the flag somehow gets re-set.

The intention is that attacking mob status would generally indicate the zombie's player was actively controlling them at the time, and intending to attack the building. This need not be foolproof- its meant to be a rough indication that people can use when they wish to display such intentions, not a perfect indicator of how many players are active.

Information about a zombies 'Attacking Mob status would be used to create the follwing game effects:

  • The scene description outside a building would include information about the size of the attacking mob. This would be something like "There are 47 zombies here; 23 of them are pressed together against the barricades, obviously seeking entry into the building." This enhances game flavor, and provides a bit of tactical information for both sides to use. Zombies might use this information to decide whether it is worth making an attack on the barricades, for example.
  • The "50 closest people" who hear a zombie talk would always include (as the first 50) members of the attacking mob before any others. This ensures active zombie attackers can hear each other talk.
  • If a zombie in your contact list was present in the attacking mob, a symbol such as "!" would appear next to their name in the scene description. Again, a bit of extra information for both sides to use.
  • The scene description inside the building would also reflect the presence of the attacking mob outside, with a more general indication of its size. "You can hear the movement and moans of (a few = 1-5, a group of = 6-10, a pack of = 11-20, a crowd of = 21-50, a horde of = 51+) zombies just outside." Potentially useful information, mostly flavor text that allows the scene to reflect ongoing events.

The above effects are aimed mostly at allowing zombie players to declare their activity level and intentions to other zombie players (just as movie zombies will cluster at a buildings entrance before attacking) and to allow more detail in scene descriptions.

Discussion


sig test

S.Wiers X:00x-mas tree dead pool 19:01, 3 March 2007 (UTC)

Christmas Tree Dead Pool

Z sad tree.jpg "There's No Santa Claus?!?!"
This user has entered the
Christmas Tree Dead Pool

Driving Hunger and Driving Force

Duh, this isn't a place for voting. This is just my work in progress. Why would you edit my user page, anyhow?

Timestamp: S.Wiers X:00 21:17, 11 February 2007 (UTC)
Type: skills
Scope: zombies
Description: Zombies in movies are often portrayed as pressing against barricades as they tear them down, literally flooding in as a wave of groaning flesh when the defenses give. The mechanics of the game don't entirely reflect this imagery, as only zombie players who are logged in when the barricades are down (often a very short period of time) will ever make it inside a building, no matter how many more are waiting outside. These two skills allow zombie players to act in a way that simulates this effect.
Driving Hunger is a zombie skill that can be bought by any zombie for 100xp. A zombie with this skill gains a new action type when outside a barricaded building: "join attacking mob". Pressing this button flags the zombie as being a member of the attacking mob, which represents the group of zombies actively pressing on the barricades. The zombie would remain a member of the attacking mob until they performed some action besides attacking the barricades. Zombies could, of course, attack the barricades without using this action first.
"Attacking Mob" status has the following effects:
  • The scene description would include information about the size of the attack mob. This would be something like "Also here are 47 zombies; 23 of them are pressed together against the barricades, obviously seeking entry to the building." This enhances game flavor, and provides a bit of tactical information for both sides to use. Zombies might use this information to decide whether it is worth making an attack on the barricades, for example.
  • When attacks are made against an unspecified zombie, the target would be the zombie in the attacking mob that has been inactive the longest, as opposed to just the zombie in that location that has been inactive the longest. If this is not how such attacks currently work, the above would be adjusted; in essence, the "attack mob" are preferred targets for attacks with do not single out a specific zombie.
  • When DNA scanning or reviving zombies in a location at random, all zombies not in the attacking mob would be given preference, in the reverse of the above fashion for random attacks. Zombies not pressed into a hungry mob are easier to approach, and would be the obvious targets for scientific procedures.
  • If attempting to DNA scan or revive a zombie in the attacking mob there would be a confirmation message along the lines of "Do you really want to risk contact with an attacking mob of zombies to perform scientific work?" Affirmative response would carry out the desired action, but with a 50% chance of failure, displaying the message "this zombie is to aggressive for you to complete your work before it moves away"; negative response cancels the action with no AP expended. Revive attempts that fail because the zombie "moved away" cost only 1 AP, and do not result in the loss of a syringe. Note that such tasks (when completed) will still fail if carried out on a zombie with Brain Rot, with the normal consequences.
Driving Force would be a zombie skill under "Memories of Life" on the zombie skill tree. It would cost 100 xp. Driving Force has some benefits which apply only when the zombie is a member of an attacking mob:
  • If the zombie is a member of an attacking mob and makes a barricade attack that causes the last level of the barricade to fall away, the door to the building (if any) is opened and the zombie making the attack is moved inside the building automatically, but takes 2 points of damage. Characters inside the building will see a message saying "A zombie forces its way recklessly into the building, creating an opening through which more zombies may enter. The AP cost to join the attacking mob, and the fact that the zombie already has Memories of Life, ensure that this is not a "free lunch"- the cost to enter is paid ahead of time, and its speedier execution is offset by the damage and the fact that defenders can view the zombies profile and hence single it out for attacks.
  • If the zombie is a member of an attacking mob and enters the building (via the above mechanism or the normal "enter building" / ?in posting) when there is an attacking mob present it takes a further 2 points of damage (4 total) and there is a base 25% chance that another zombie (if any) who is in the attacking mob outside the building will enter the building automatically, at no further AP cost to either zombie. The zombie selected to enter the building will be the one in the attacking mob who has gone the longest time without performing any action; their chance of entering increases by +15% if they have Memories of Life, and a further +10% if they have the Driving Force skill. This zombies player will receive a message saying "At (timestamp) the barricades gave way, and you were swept in with the attacking mob alongside a zombie." Note that the zombie being "pushed" has already paid 1AP to join the attacking mob, which is the same cost as entering a building, and has only a 25% to 50% chance of entering via this mechanism. It would be very unlikely for a zombie to be able to leave the building and then push in another zombie, because they must be a member of an attacking mob for this to work, and you can only join an attacking mob in the presence of barricades, per the above "Driving Hunger" skill.

This skill is obviously a revision of my Zombie Rush suggestion. I have tried to address as many of the issues voters commented on as I could. Most notably, avoiding being pushed into buildings is no longer an issue, because you would have to both buy the Driving Hunger skill and use the join attacking mob action to qualify to be pushed. In fact, the zombies who do not join the attacking mob are potentially safer from attacks than they would otherwise be. I think it retains the balance that Zombie Rush had, removes the grief, and adds some new flavor.

Keep Votes
Zombies pushing onward!

  1. Keep Now with 100% less greifing. --S.Wiers X:00 23:40, 11 February 2007 (UTC)

Kill Votes
Zombies standing around slackjawed.
Spam/Dupe Votes
Zombies eating leftover spam.


Suggestion Page

Uh...did you read the rules at all? It says right here not to RE every single Kill vote since it's considered abuse. And you, my friend, is close to REing every Kill vote. In fact, you're doing it right now... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:32, 6 March 2007 (UTC)

Thanks for the helpful advice. I had read the guidelines, and I'd be happy to defend my posts in arbitration. I simply pointed out (in both negative and positive votes) some technical errors or mis-statements. One negative (and one positive) vote also got reply due to (apparently unusual) understanding. If more of the positive votes were simply saying untrue things, or at least making unlikely assertions without any demonstrations, they would also get comment- as it was, I did single one out for such reply. And when the total of similar errors passed two, I no longer saw a need to point out each case of the similar error. --S.Wiers X:00x-mas tree dead pool 00:06, 7 March 2007 (UTC)

Sacred Ground Policy Opposers

It's a good idea. You can ask me or any other member of the YRC how well reviving on a church works, or whatever you would like to, altough the only request that I could make to you is renaming the group: The current name makes the policy seem negative and made to annoy people, and the worst thing that could happen is that guy complaining on his wiki about how his things get attacked even now, because after all this time we can't deny that we're still in love with him... --Matthew Fahrenheit YRCT+1 03:57, 11 March 2007 (UTC)

I don't need YRC testimonials; as a brain rot zombie player / needle breaker, I've seen first hand that it is damn hard to shut down a revive point that is inside a church. And looking at the map, it does seem Yagoton has a lot of churches and NT's that are very close together- so close you can directly free run form one to the next. I can see why it works so very well up there, but there are many other places in the city with locations nearly as good that are not being so used, afaik.
The name is an unfortunate choice, yes. I originally just wanted to point out the SGP idea's shortcomings, but with such a better alternative available, I'd love to come up with a better name for that alternative. Maybe "Revive, Entry and Sancturary- Churches are Useful, Everybody!", or RESCUE! --S.Wiers X:00x-mas tree dead pool 04:11, 11 March 2007 (UTC)

Necrophiliac indeed

I found it simply easier to directly edit the template, instead of creating 100 different entries. Yet again, I only had one entry to fill out (colour), so that make it easier to organise... Template:ProgressistInfluenceMap -Certified=InsaneQuébécois 04:32, 18 March 2007 (UTC)

Zombiecratic Party Debate

Myself, Bullgod and Huey are all running for Mayor of Malton and all of us wish to engage in a Zombiecratic Primary debate. We are also looking for an objective moderator to ask us questions. I'm kind of thinking that you can get in touch with us individually and ask us the same questions by PM or email or something and then post them wherever you see fit. If you're game let me know. Thanks. -- Murray Jay Suskind 16:45, 9 April 2007 (BST)

The humanity doctrine

i see you support (or at least like) this: Humanitydoctrine.jpg. i just think i looks nicer then the The humanity doctrine if you want it.

Batwing Brigade

Hello and welcome!

Your suggestions for decorations are great! The club is a designated entry point for other buildings, and is usually filled with survivors and fitted with a generator, so I think we'll have to make do with it that way. Also, the only museum I've been able to visit in the area only produces african paintings, pots and whatnot, on account of it having an african exhibition, but if we can find some other source for stuff, all right! I especially like the monkey skeleton...

--Penny Black 08:03, 13 April 2007 (BST)

Last Second Vote Appeal

Hey, it's MJ. We have a really close vote in the zombie primary that's coming down to the wire. I know you have your own stuff going on. But if you can find it in your rotted zombie heart to vote MJ, I'll give you lots of free bra!nz. Besides, you can always vote for your guy in the full election.

-- Murray Jay Suskind 00:31, 18 April 2007 (BST)

BWB playlist

I like your idea about making a playlist on something like iTunes a lot! I also like your suggestions for song, I'll se about putting together some of my own.

My idea about DJ-ing in-game was to simply state which song you are "playing", and then "speak"-ing choice bits of lyrics. I have NO idea how to set up a streaming list via iTunes or that sort of thing, I don't use it myself, but if you have the time, skill and inclination, be my guest!

--Penny Black 08:39, 23 April 2007 (BST)

Nope, no idea myself. I think adopting the method I used on the talk page (posting a link to an existing online source for the song, maybe in tinyurl format) would work beter anyhow; just announce a new tune is playing, with a link to the tune. Youtube has a decent selection, and the vides can be a real bonus (or they can suck) but the sound quality can be pretty lousy- I actually picked those vids partly for the abnormally good sound quality. --NTLA1ctdpImagine 12:31, 23 April 2007 (BST)

New NT Status Map format relies on color-coding?

As far as I can tell, the new format you are trying out for the NT Status Map relies entirely on color-coding the text of the NT coordinates to distinguish ransacked buildings from powered buildings etc. To be honest, it seems a little hard to tell the difference... with the old system, you had both the color-coding and the relative position of the number. Could you use something else in addition to color-coding, such as a typographical character (perhaps X for ransacked, ! for unpowered, $ for powered?), so that it's easy to see at a glance without squinting at the screen to determine the color-coding? -- Skyfaller 19:13, 23 April 2007 (BST)

Suggestion

Swiers said:
If you spend 3 AP with a shotgun using maxed skills you have less than a 4.5% chance of missing, and a 72% chance of hitting twice or three times. Shotguns are still much better.

Someone got caught pretending they did the math on your suggestion.--Labine50 MH|ME|TNT'07 23:17, 23 April 2007 (BST)

Odd Voting

A bit naughty. I think you've been here long enough to know that you're not allowed to place votes after the two week deadline, on a page that says at the top, in big bold writing "Closed Suggestions", and then goes onto say "These suggestions are now closed. No more voting or editing is to be done to them." Ah well, I'm sure you didn't mean any harm by it. --Funt Solo Scotland flag.JPG 16:34, 24 April 2007 (BST)

Yup, it was a careless mistake. That would be the suggestion I followed the direct link to from your page, where it is listed under the heading of "current". Given that it was a "current" suggestion, I assumed it was open for voting, and I never saw the big bold page top because of the manner in which you linked it. Certainly a confusing link, but I'm sure you didn't mean any harm by it.--Seb_WiersctdpImagine 23:40, 24 April 2007 (BST)
My bad. I changed the headings to ensure clarity. --Funt Solo Scotland flag.JPG 09:26, 25 April 2007 (BST)

Staying alive (not the Bee-Gees version)

My point in adding that section to the page was to further point out that the BWB are supposed to be a survivor group, and that new players should emphasize getting survival skills like construction, for example. I also wanted to do something with the goth stereotype about being suicidal. Being dead, and getting zombie skills, are quite alright in my book, I just haven't come up with a way to express that in a style befitting the BWB wiki page... Feel free to put something together and post it!

By the way, do you think we should get a forum of our own? Is it overkill with only four official members, or could it help in the recruitment? I'm thinking Invisionfree...

--Penny Black 08:47, 27 April 2007 (BST)

NT Status Map vs nic

thanks for heads up, though i find nic as more comfortable resource. well, i'll keep updating both --Duke GarlandLCD 14:09, 29 April 2007 (BST)

Damn, I (and probably many others) was not aware of the existence of that. In fact, I created the NT Building Status List to serve a purpose identical to what nic does. Looking at the histories, it seems NT Building Status List is the older of the two, but nic is a better design, in terms of looks certainly, if not function. I'm planning to blank the NT Building Status List eventually anyhow, as its redundant with the new map layout. Maybe there's some way to port the info over to nic before I do?
In any case, it may be worth-while to "cross link" the two resources. I'll put a link to nic in the NT Status Map template's legend, and encourage you to do the same on nic pages if I don't get around to it first.
You might also want to consider using the "User:NT Status/Suburb" pages as templates on nic so that the info can easily be cross-referenced. I'll take a look at the code and see if there is an easy way to do that- at worse, it may require another 100 cut'n'pastes.
Nice work on the map updates, BTW. The "User:NT Status" pages you edited have very good updates. --Seb_Wiers Skull n syringes.gif VeM 14:33, 29 April 2007 (BST)
nic is part of bic, which was originally just mic. this technology is great and i've made zic on it for SSZ purposes. also these templates are easy to insert in the beginning of the according building wiki page (check any mall's page to see example) - what's good here is that it is updated by anyone who for example enters news on that page. or if any group (for example new one forming) enters a building and wants to claim it - they edit it's page, see the danger report plug and update it. thus the whole resource is updated by people not concerning the existance of the bigger project.
i'm not the author of original templates and users, but i still think they should remain on "User:DangerReport/BuildingName" rather then moved to "User:NT Status". --Duke GarlandLCD 19:19, 29 April 2007 (BST)
Agreed. "User:NT Status" has a different purpose anyhow. I was actually looking for a way to install the info from the "User:NT Status/Suburb" pages on nic, not the other way around. I think it could be done by plugging them into the appropriate suburbs entries on nic. See an example of this done at NIC's Barville entry. If this is done, maybe the NT building entries on the NIC pages should list their co-ordinates? The name alone is enough for game play, but its hard to cross-reference them with the map entires. --Seb_Wiers Skull n syringes.gif VeM 19:35, 29 April 2007 (BST)

Cure for laziness

Hello Swiers. A quick word about the museum pages you have been cranking out. I can understand you not wanting to to add the locations blocks to each pages but would you mind slapping {{Blockthis}} on to them. I'm working out a new system that would let people find locations pages that need some touching up without having towander through the vast caverns of locations-stubs, and labeling the pages missing a location block is a big part of that. Thanks - Vantar 01:30, 30 April 2007 (BST)

your sig

too big. ugly. i hate it. fix it. --People's Commissar Hagnat [cloned] [mod] 03:41, 1 May 2007 (BST)

Signature Race

You should join it I reckon. You are #53 on the most linked to pages, so you should have a chance of actualy competing with the rest of us pros. =P - JedazΣT MC ΞD CT SR 07:47, 8 May 2007 (GMT)

Join, Join! it's fun!--Vista +1 09:14, 8 May 2007 (BST)
Heh, are you wiki-stalking me now Vista? =P - JedazΣT MC ΞD CT SR 08:30, 8 May 2007 (GMT)
Just promoting the signature race... nothing to see here....*whistles innocently*--Vista +1 10:08, 8 May 2007 (BST)
I cheat. I get a few hundred just from the NT Status crap. Which is real work, not whoring. --Seb_Wiers VeM 12:38, 8 May 2007 (BST)
I saw, you just jumped over me almost overnight! respect.--Vista +1 16:25, 11 May 2007 (BST)

Shipping address

I'll U2U you it on the Red Rum forums. I'm British, so let me know if you want a contribution to postage or something. --Ashadoa REDRUM small.jpgRR 09:28, 8 May 2007 (BST)

That'll work. Shipping shouldn't be an issue; I got a real job shorty after the contest started. --Seb_Wiers VeM 12:40, 8 May 2007 (BST)

I won!

Wahoo! I won the X-mas Dead Pool II! If you email me at Malton_Drama_Club@hotmail.com I'll be able to send you my mailing address. What a hoot. -- Drama Club 13:20, 8 May 2007 (EST).