User talk:McArrowni

From The Urban Dead Wiki
Jump to navigationJump to search

Feel free to drop me a line.


Réponse de Quebec Special Task Forces

Desole si cette reponse a tarder a venir, c'est du au fait du siege ainsi que mes etudes ont pris beaucoup de mon temps dernierement. Le Colonel Sam Grath (Moi-meme) ainsi que les autres membres de Quebec Special Task Forces sont enchanter d'accueillir Alfredo Fettucini dans leur rang. Il va etre ajouté dans les plus brefs delais, simplement ajouté Quebec Special Task Forces dans le champ Group.

PS. Pour le moment Quebec Special Task Forces c'est associer a Caiger Mall Survivor pour la durée du siege, c'est pour cette raison que tous ses membres sont CMS et non QSTF. Bienvenue dans l'equipe.

--Sam Grath 20:58, 21 February 2006 (GMT)

Merci... je commençais à penser que vous ne regardiez pas la page de discussion de votre groupe :P --McArrowni W! 21:25, 21 February 2006 (GMT)

Pour la langue parlée, nous sommes tous tres bon dans les deux langues, alors une ou l'autre fait l'affaire, si tu est meilleur dans l'une des deux, ecrit nous dans cette langue,..et en francais n'utilise pas les accents, ca donne de ?...au lieu de l'accent en tant que t'elle.

PS. J'fais des pages personnelles pour les membres de QSTF, si tu veux ecrit moi les details de ton perso et je l'ajouterai en lien a une page perso pour Alfredo Fettucini, sinon ca derange pas ! :P

--Sam Grath 16:15, 24 February 2006 (GMT)

These are not the WCDZ messages you are looking for

Loyal WCDZ member. We now have a media section on our page. Help the human cause by submitting something if you can, so that none can escape the fury of our propaganda machine. --Your shadow lord, Zaruthustra 06:58, 23 Jan 2006 (GMT)

  • I'll see what I can do, when I have the time. I have to practice on GIMP for school anyways. --McArrowni 18:41, 24 Jan 2006 (GMT)
    • As it turns out, I'm unfortunately not going to have time for it yet. --McArrowni 23:41, 1 Feb 2006 (GMT)

on the latest powerplant suggestion

you're right that powerstations could have merit. a change to the map to appear 50 new buildings of which 25 buildings have free running as only way in (making it a unbreachable fort against zombies) and that requires covert operatives to shut down however doesn't. There are already powerplant suggestions in peer reviewed that are better and don't have those problems. why keep around one that unblances the game by adding 25 bunkers zombies can't get to?--Vista 22:55, 1 Feb 2006 (GMT)

  • Because I am sick and tired of suggestions spamminated as a stronger kill. Eventually someone will make a mistake and a decent suggestion will be lost. Not that I won't change that particular vote (I'm considering it, actually, but will need time to think). --McArrowni 23:00, 1 Feb 2006 (GMT)
    • Which zombies can't enter? Can't zombies enter another part of a bigger building from the inside by now? Or has that never been implemented? --McArrowni 23:06, 1 Feb 2006 (GMT)
It's how I interpretated the other would only be reachable through the first square (that includeds free running). and the fact that he only spoke of other survivors damaging it. If I was wrong I was wrong but I really though he meant that you could only enter though free running. Otherwise I wouldn't have voted spam--Vista 07:33, 2 Feb 2006 (GMT)
It's things like these that make me vote keep when not sure. People's trigger finger on spam pistols is now very, very nervous... too nervous. It's starting to look like a witch hunt. Which is exactly what a voting system should not be--McArrowni 13:14, 2 Feb 2006 (GMT)
I'd never vote keep on suggestions if I am not sure of their content. You are right though that the spam vote is used more then it has before. And I must confess that I might be one of the more severe voters. probably because I have to deal with a lot of proposals in real life were the standards needs to be far higher. I sometimes forget that this is only a game and that it isn't a big deal to cut the suggestion (and the suggesters) more slack then I give them. I'll try to limit my spam voting a bit.--Vista 23:34, 12 Feb 2006 (GMT)
Thanks for the effort. In the past week it seems a lot of people have come to their senses about spam (there was mainly this one week of craziness at some point, which seems to have come and gone by now). I think there was a lot of effort from a lot of people. So I'll try not to vote at all when I'm not sure. --McArrowni 00:35, 13 Feb 2006 (GMT)

Dart Rifle Vote

Have you read my reply to Grim? It is not even remotely doubling revive rate. Either you spend APs searching for the weapon, the ammo, and the syringes (and getting your search results divided between the two and the other items, resulting in an almost nil difference), or you manufacture syringes and don't search for anything else. Would that double the revive rate? If yes, how so? --Omega2 14:50, 6 Feb 2006 (GMT)

No, I haven't read your reply to Grim yet. Will do so now. Thanks :) --McArrowni 16:44, 6 Feb 2006 (GMT)
You've unfortunately convinced me that your suggestion is just a new way to do old things, and annoying for newbie scientists, most people who still search for syringes, and zombies alike. Newbies end up with guns clogging their inventories, and newbie scientists find that reviving is that much harder for them now, since there are fewer syringes which they can have access to, and they don't have the skills to use the dart gun yet. Higher-levels would rather have syringes: Dart guns take two places in their inventories, are not 100% effective, and don't work with headshot (thus expect a full-health rotter back on his feets soon). This makes them arguably worse than shotguns for them.

The only way for the suggestion NOT to end up like that, is if it doesn't interfere too much with the chance of finding syringes. In which case Grim's comment start to make sense. --McArrowni 16:58, 6 Feb 2006 (GMT)

Okay, I give up discussing. There will always be someone arguing that "X character/skill/item/gameplay style" will get "nerfed/griefed/abused/killed", so it's useless. Thanks for the input, though. I'll consider those if I ever resubmit that suggestion. --Omega2 17:51, 6 Feb 2006 (GMT)


Suggestion talk page stuff

  • Thanks for backing me up dude. I knew those lot were a bit rabid about the game, but I really had no idea they were that bad. Cheers anyway. Is McArrowni your character name? Don D Crummit 18:28, 11 Feb 2006 (GMT)
  • Check my user page. Here, there's a list of all my chars. AlfredoFettucini is the one who lives longest as a human. McArrowni tends to die a lot (either NTs do that a lot, or I'm just unlucky), and thus is a ravenous zombie most of the time. As for the users, they're not rabid, but I think we're starting to have a powertrip on that page. Sorta like what happened in the old days, except this time it at least it's not all in one person's hands. --McArrowni 16:02, 12 Feb 2006 (GMT)


Aberrant Form suggestion general discussion

It seems my talk page is now the official place to discuss this. For no good reason? :P I don't care, really, I just find it funny :P

Regarding your vote comments - It seems counter intuitive to vote kill with the only reasoning being "2 suggestion in 1", as there is nothing in the suggestion guidelines against that. I understand if you don't care for one part or the other, but it falls on the suggester to account for layered suggestions. If it's good - it's good, regardless of how much is in the suggestion, if it's bad - it's bad. Suggesting things like that are difficult in and of itself, but if the suggester makes it work - why kill it for a reason that isn't listed in the guidelines? If you take a moment to go through some of the peer reviewed suggestions, you will see that some that have made it there are 2 suggestions in 1 (a prime example is the suggestion people are mistaking as a dupe and have listed in their comments).

As for it being under brain rot - I did that intentionally to provide a reward for players that commit to brain rot. As brain rot now has a way out - it doesn't leave people stuck, if they want to go human badly enough, they will find a way - this is just to give people more incentive to commit to it. As for pry being so vital a skill that it maybe shouldn't be under brain rot - you see how people vote, a suggestion that didn't have a requirement like that but functioned the same otherwise would never ever make it through. And to address the power to other zombies, this suggestion does not take away from the potential for Kevan to introduce the peer reviewed "Slam" suggestion in addition to it. The two function in different ways, pry being a slightly better bonus - as would befit someone who made the brain rot commitment - and both would work even with the other in game.

Mostly I am just trying to address the problem that humans always hold an advantage over zombies in terms of numbers. I've been playing the game since the beginning of October, and never once have the zombies held the numerical advantage. When the game gets low like this (which it always will as long as zombies don't have a reason to commit to being a zombie, and as long as there are skills they need to become human in order to acquire.) it looses it's "zombie apocalypse" feel.

This suggestion is bringing up some good ideas that have not found their way into the game yet (as well as the new idea "Pry") in hopes of solving implementation issues Kevan may have had with the others. I'm trying the same route that NecroNet took before it was implemented (it chilled in its various parts in the peer reviewed section until someone posted the combination of them all, and it was in the game a few days later). All the parts of this suggestion are things that zombie players ask for frequently - I'm just trying to find a way to make them all work together. --Blahblahblah 23:02, 23 February 2006 (GMT)

You have a point. --McArrowni W! 23:22, 23 February 2006 (GMT)

  • Sorry - I have a bad habit of being long winded...(you'll note the user name I chose is a self deprecating joke in that regard) :) - will try to be more considerate in the future. --Blahblahblah 23:53, 23 February 2006 (GMT)
    • No worries, I'm just as bad... just use paragraph breaks, it'll be less intimidating. --McArrowni W! 23:54, 23 February 2006 (GMT)
      • It's a bit after the fact - but I broke it down into paragraphs.. and then realized just how long it was.. Anyways, it looks prettier now on your talk page. =D --Blahblahblah 00:20, 24 February 2006 (GMT)
        • True, it does look longer that way... whatever. It wasn't necessary to do it after I read it lol--McArrowni W! 00:34, 24 February 2006 (GMT)
  • As per my vote, I voted Kill because of the layering of Aberrant Form and Pry, as they were shown as two different abilities, regardless of whether they are in the same skill tree. My main issue with Pry is, as someone pointed out in that vote, the fact that Slam Barricades has already passed peer review. I can't help but think that the current 5-30% chance of a zombie successfully attacking a barricade (depends on their skills) is replaced with a base 50% success rate from Body Slam PLUS +10% from Pry would add up to a 60% chance for a level 5 zombie succeeding each time they attack a barricade. Now I know Pry has no connection to Body Slam, and they're in different skill trees, but the end result is veteran zombies will easily purchase both skills if they both come out because most veteran players have a surplus of unused XP. I have nothing against Aberrant Form and I hope it passes on its own, but I really wish people would reconsider on including Pry with Body Slam in the works. Or those are my thoughts on the matter. --Mobius187 3:29 PM, 24 February 2006 (EST)
    • Suggestions don't necessarily end up implemented. For this reason it can be good to have multiple different ways of doing things. Also, no zombie skills currently influence barricade attacks. And I'm not even sure you *could* use both pry and body slam as the same action. --McArrowni W! 00:15, 25 February 2006 (GMT)
      • Well that's true, but I also corrected my zombie vs. barricade math. It seems that Body Slam was a base 50% chance, not a horrifying +50%. Still, that aside, I should mention that Pry can be interpreted to be used in combination with Body Slam. The reason is that Pry is not an action, it is a bonus on an action... that action being "when attacking a barricade". Since Body Slam does exactly that one can assume that Pry would add its bonus to it. While a 60% chance at tearing down a barricade rank doesn't seem like much all a player has to be is a 5th level zombie (purchase 4 skills, or spend 400XP) to acquire both skills. I know, I know, neither has been passed. My point is that I have no problem with Aberrant Form, but I don't see why Pry was packaged with it in an "all or nothing" style. If it were just the one I would have voted Keep and later, if it passed approval (by Kevan) then Pry could be suggested. Or Pry could be suggested on its own to see if Kevan would find a place for it on his own. Not my place to say, but that's how I feel on the matter. --Mobius187 7:24 PM, 24 February 2006 (EST)

Jon Pyre

Thank you for the compliment. I appreciate it. --Jon Pyre 22:27, 27 February 2006 (GMT)

RE:

Hmm. so it did. weird. must be some wiki formatting thing involving pipes or underscores that I didn't know about. Fixed now.--'STER-Talk-Mod 23:59, 28 February 2006 (GMT)

UD Lexicon

Hi...I've been poking around the non-UD stuff at kevan.org, and I stumbled across something that might be interesting to do in a UD context. There's a game called Lexicon; it's essentially a writing exercise, building a world piecemeal and from scratch. A (seemingly defunct) unfinished game of it can be seen here (this being the Kevan connection.) Perhaps we can use this to flesh out some backstory for Malton. With Kevan's permission and hopefully his input, we create Lexicon and then make all the pages of the game as extensions of it (as in Moderation/Vandal Banning) and any wiki users who feel like it can together write a non-canon (yet) history of Malton. Would you be willing to join in?--'STER-Talk-Mod 01:07, 1 March 2006 (GMT)

I'll euh... try to understand that eventually, lol--McArrowni W! 01:10, 1 March 2006 (GMT)

Munchfort is appreciative

First, thanks for formatting my page. I'm not much of a wiki person, so all the formatting stuff is still really new to me. As for my suggestion, I normally use the Combat Calculator, so I knew about that... although I never actually thought to use it to double-check my math on weapons. I've strictly been using it for zombie stuff. That's what I get for not thinking.  :) Thanks! --Munchfort 20:55, 17 March 2006 (GMT)

John Ember

Thanks for the feedback, and for giving me the idea. The reason why I think the +2 on the later levels is okay is because, by the time you've wasted 20+ AP on barricades, you need a break. That the combat boost goes up is incentive to press on through the futility. At the same time, it's not very often that a zed working in a group will manage 5 collapses without any combat. It's true that the bonus "hangs around" until you engage a human, but the net effect is the same whether you use the boost immediately or the next day, and introducing a "degradation" factor into the frenzy meter seemed over-complicating. The fact that there's a cap on the meter will prevent zeds from going building to building to build their meters up to ridiculous levels. --John Ember 20:08, 21 March 2006 (GMT)

Hey, I just put your suggested wording for the AP Suggestion Guideline to a vote. You can find the voting here. --John Ember 15:17, 22 March 2006 (GMT)

modship

Btw I'm bucking for promotion as a mod, It might be fun for you to come and try to de-rial it, they're being awfully nice...(you can also just vouch, but only if thats what you really want)--Vista W! 22:48, 20 April 2006 (BST)

Yeah I noticed it, got a good chuckle out of it, great continuation of the joke. We can alway get him on the fact that one of the vouchers is definitly a shill (no way "Voucher" has made 200 edits...)--Vista W! 18:43, 23 April 2006 (BST)

Know what, I just got a comment by him too...--Vista W! 11:06, 24 April 2006 (BST)

My Bad!

I've changed the page accordingly. Apologies for the mistaken identity... Rheingold 00:31, 5 July 2006 (BST). Ah, I see you've already done so. Rheingold 00:32, 5 July 2006 (BST).

G.I.F.D.

On recherche des francophones humain pour notre groupe, si vous voulez vous joindre a nous ou si vous connaissez des francophone, contacter nous! --Zyll 09:51, 16 April 2007 (BST)