User talk:Riktar
Messages
Restoring deleted info
Hi, it is possible for sysops to access deleted data from months ago, however a year ago may be pushing the issue (many older revisions have been totally erased). You will need to know the name of the page you want to access, and then put a request in on the undeletions page. I suggest (if the page still exists) you ask for a sysop to restore it, and then move it to a sub-page in your userspace where you can access it. Good luck -- boxy T Nuts block it! DA 12:31, 28 July 2007 (BST)
- The page you requested to be undeleted can be found at User:Riktar/The Judges Nine - Vantar 06:21, 29 July 2007 (BST)
- You can leave it on your user page as long as you like, userpages (and subpages) can not be deleted in the same way that a group page can be so it should be safe there for a long time. - Vantar 09:49, 31 July 2007 (BST)
Discussion page?
And for that matter, the Talk:Suggestions, or whoever put it up there. Riktar 03:52, 8 Jan 2006 (GMT)
- What do you mean? If you're referring to the bit about "interactive building elements", that's the discussion from one of his recent suggestions. I don't know if there was something else up there i didn't see? Bentley Foss 07:01, 8 Jan 2006 (GMT)
Quick Question
Hi there. Just a quick question: how does one do reverts? Is it just a standard copy-and-paste job, or is there a better way to do it? This whole "porn bots screwing up the page" thing is getting annoying. Bentley Foss 23:08, 28 Dec 2005 (GMT)
Amazing
From the person who hates him the most, let me tell you my two bits and you can disregard it if you want, but I still feel the need to tell you. He is quite irritating, since he has the need to RE: every other Kill or Spam vote on his suggestion, and that tempts us to answer, and if he doesn't like it, he crosses it out on account of the fact that "author replies only", and doesn't really bother placing them on the talk page. He also crosses out part of people's suggestions because he thinks they don't apply anymore after he changed something in his suggestion or for some other reason. And also about the REing, he does it very, very, excessively. Take a look at the Heightened Awareness Suggestion. He responded practically 20 times in that suggestion alone. He is also of the opinion that practically every suggestion he makes is worth a million bucks. At best, I can say that he is egotistical, considering that he likes to place several things that he considers life achievements on his userpage, among them his garage band's website link. He even insults the Mods, and based on what I can gather from other people and even his talk page, he doesn't really care much for rules except when he can use them against other people. He considers himself to practically be a Mod. He also says that we treat him unfairly, but he does so to others as well. The following is a clip from a suggestion:
- killRhialto 06:06, 11 Jan 2006 (GMT)
- Kill -"I wanted to destroy something beautiful" --Contaminated 06:09, 11 Jan 2006 (GMT)
- Re: Fair warning, the above two votes will prolly be struck out if you don't come up with some actual reasons or echo another voter's. -- Amazing 04:42, 12 Jan 2006 (GMT)|
Now he used the rules against Daxx, which I do admit that what Daxx did was not allowed, but according to rules, no one but Mods can cross out stuff. And finally, to show how much I abhor him, if he ever became a Mod, I would take every single page that can be edited and delete everything on those pages, and I would leave forever. AllStarZ 11:51, 13 Jan 2006 (GMT)
"Server Killer" Kill Votes
In regards to 'server killer'... The full, technical explanation is long and moderately complicated, and I don't feel like explaining the difficulties and whatnot of tracking state on the web. However...
In general, the Urban Dead server is taking enough of a beating as it is. All current actions all exist as complete transactions during one request/response cycle. Healing, for example, works as follows: -Command gets sent (request) -Server pulls target data from the DB and performs the necessary checks on it (are they still alive to be healed? does the user have a medkit in inventory? etc.) (processing) -Target has their HP modified (processing) -Item is removed from inventory (processing) -Exp added to your character (processing) -Target's data and your character's data is sent back to the DB (processing) -Screen refreshes with "you healed..." message and updated inventory (response)
This is a completely discrete action. The server has to track absolutely nothing from this point onwards. This action in no way affects any other action.
Now, if you change it to make things conditional, you have to alter a lot of stuff. The "in-between" states have to be kept somewhere during the two request/response cycles, because obviously, you're going to have to make another action for this to work. The data either stays in the database (bad, because it's slow) or in the server RAM (even worse, because server RAM is precious). Multiply this by, what, 5,000 or 10,000 players, and you get a lot of crap to shuffle around and keep track of. So, there you go... Bentley Foss 02:44, 29 Nov 2005 (GMT)
- Well, in regards to a user-invisible data value to calculate search % increase, in an algorithm that presently probably already takes numerous amounts of server CPU resources (relatively for the amount of activity it gets per user) seems almost negligible. And although, I am not so entirely keen on the inner workings of the web, my comment in question was also mostly focused towards two things:
- Suggestion voters who vacantly shout Kill and then promptly echo "server killer" with little explanation; they seem like sheep, to put it frankly. After the past few days of repeatedly seeing possibly good ideas shot down with "server killer" as the reason and little other explanation, I got a little tired.
- The idea that the suggesters should even be taking into account the technical aspect of their suggestions. If it's a good idea, it should be looked into. Forget any body's opinions on the matter - if it's a good idea, it deserves to go into the game! But sometimes that's not always the case. Nevertheless, that is a decision Kevan himself should make.
- These two things worried me much more than the specific suggestion itself.
- Nevertheless, thanks for the brief outline of web-tracking and the intelligent commentary. Riktar 02:55, 30 Nov 2005 (GMT)
Thanks, But...
Good attempt to fix the Suggestions Template from the noob-idiot. Easier way to fix something like that is to go into HISTORY, find the earliest non-f*cked-up version, click the earlier version to view, then edit. Copy all text from the edit field. Go to the current version, then edit. Paste over all copied text into the edit field. Save. Then do a historical comparison of the versions to make sure they are identical. Thanks, though. --Squashua 06:09, 3 Dec 2005 (GMT)
- Ah, completely forgot about that. I didn't even notice it until I posted a suggestion from the template and irked at the weird formatting which ensued - and I was wondering if it was always like that, until I vaguely remembered what the old one sounded like. Good to keep in mind, though. Riktar 06:11, 3 Dec 2005 (GMT)
Suggestion Dos and Do Nots
Seriously, I've been hacking on that page for a week straight now and you're one of two people who've even noticed it's changed. If you have any suggestions, alterations, or concepts you think would help - let me know. I like getting feedback, especially considering how drastically I've altered that page since I started working on it. What would you do for it? --Drakkenmaw 07:28, 17 Dec 2005 (GMT)
- Re: Paring the page down to "Frequently Suggested" concepts, isn't that pretty much completely the opposite of the title and purpose of the page? I mean, it's supposed to be a guide for what you're supposed to do/not do when submitting a suggestion. I'd be fine with pulling the DitW section off, and making it into it's own "Problematic Suggestions" page or something similar, but really - if I do that, wouldn't it make just as much sense to separate off the Frequent Suggestions as well? It's at the bottom of the page, and didn't get much real-estate even before I started modifying it; plus, it's pretty much not associated with the point of the other two top parts of the guide. Should I just suggest making a "Frequently Suggested/Frequently Rejected" page to go with the "Do/Do Not," so that people who need to check one for redundancies can and people who are new to the whole concept can review the other? --Drakkenmaw 07:49, 17 Dec 2005 (GMT)
Spam Votes on the Tazer Suggestion
Actually they do have merit. Spam is for suggestiosn that we feel are absolutely ridiculous or pointless or game breaking. In this case its not game-breaking, in my - and the other Spam voters - opinion, it certainly is ridiculous and pointless. Not worth coding in any shape or form. You disagree and thats fine. But they do have merit and are valid. --Jak Rhee 06:37, 11 Jan 2006 (GMT)
I understand what your sayign, but I'd liek to quote soemthign for you ""Spam, for the most ridiculous suggestions...If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM" In my mind the Tazer fell under "something else ridiculous".. which is defined in the mind of the voter not the author. I felt the suggestion was ridiculous and had ABSOLUTELY no merit. All things I Spam are so. If I feel its just a bad suggestion, but not a crazy uber power or ridiculous, I vote Kill. Finally, I also tend to Spam people for not reading all the material such as Suggestion DOs and Donts, Frequently Suggested, and the UD FAQ. --Jak Rhee
Replies
Re: Judgewood
Ultima Segmentum members frequented Brentnall PD for a while. I've been there a long time and there was some discussion as to their presence and it being their "turf" however I've changed the edit to more accurately describe who is putting down the ATF. Tarisia 02:51, 11 Dec 2005 (EST)
Regarding the edit, it is the specific mention of Brentnall, rather than the activities of survivors in Judgewood, that is of concern. The main reason the occupants of Brentnall don't announce a specific allegiance is to prevent the meta-gaming adverse affects. To whit that it would make the location a target of a mass zombie attack.
It's generally considered that the presence of the ATF is bad enough, but it is foolhardy to invite a horde by advertising the location on the wiki. With Caiger just to the south and IZONE to the northeast, times are perilous enough.
I can't stop you from putting the reference to the PD back, but there will be others inclined to remove it. --BenM 13:30, 17 Dec 2005 (GMT)
- Heh. While I may have started the wiki entry on the ATF, I'm most definitely not in their good books. ;)
- As regards the mention of the police station. I agree, it's a pretty obvious location (almost the "king of the hill" position) for survivors to be in, but specifically mentioning Brentnall survivors in relation to conflict with a confirmed group is asking for trouble. Mainly because the wiki has a search function, whereas the game does not. --BenM 21:57, 17 Dec 2005 (GMT)
Re: Military/Looters Suggestion
yes I understand what you mean, when I began that idea I intended to make just another skill... not that it would be that great a skill but just a nice addition. But for a while Ive been trying to come up with a solution that would help make zombies more powerful without making them stronger. And then I noticed what was said at the very beginning about how the military and civilians were up in arms with eachother... And I began looking at kevans other ideas.. his simulation.. and noticed the military was also watching over the civilians rather than rushing to the zombies. And I came to the conclusion that if there was just a little dissention between the survivors that would help the zombies out a lot without making them extremely powerful. As I said, I knew this would mean a lot of work, but this would be a better solution than giving zombies so much power that 40 could take out a mall... and that to some degree it seems he had this in mind... Ringseed2 19:01, 3 Dec 2005 (GMT)
Re: UNATCO Revert
I did it because i was asked to by a friend, and what is there seems to me to be far more accurate. Perhaps Matthew Stewart should stop editing other groups wiki pages? --Grim s 04:55, 4 Dec 2005 (GMT)
- Is it so wrong for him to edit other group's web pages? At least if he tries to make the first paragraph NPOV? And why can't your friend do it? Riktar 04:57, 4 Dec 2005 (GMT)
Suggestion Discussion
Classes
Priest
- Idea. Has merit.
Problem
- Uncomfortable with idea of "god powers". Therefore must have basis on reality, and stay in UD theme.
- Opinion: Class can still mesh well with UD theme, but needs more input.
- Disregard for culture of world. No one god.
- Opinion: "Priest" is just general label. Must be careful not to fall into specific ideology, however.
Related Skills
- The Shepherd
- When a player takes this skill, other survivors may select this character as their "Shepherd". From now on, all survivors who claim this character as their shepherd will know where this character is at all times.
- Prerequisites: None
- Prerequisite for: Last Rites
- Prayer Mantra
- Player gains the ability to pray with other survivors. The next time the survivor is healed, they gain +5HP. With a crucifix this becomes +10HP. The survivor's faith quickens the recovery of their wounds. If the survivor hasn't already prayed, the player gains +5XP.
- Prerequisites: None
- Prerequisite for: None
- Last Rites
- While holding a crucifix, a player can administer the Last Rites to a survivor. The next time this survivor stands up(as a survivor), it costs 1AP at all times. The survivor is prepared for his demise. If the survivor hasn't already had his Last Rites, the player gains +8XP.
- Prerequisites: The Shepherd
- Prerequisite for: None
- Blind Faith
- When a player takes this skill, and resides in a Church or Chapel with those of his "flock", the following happens: Members of the flock who are killed inside the Church/Chapel resist the onset of the disease, and may stand up for the cost of 20AP(or 2AP if the survivor has Ankle Grab), with 1HP. Also, survivors of a Shepherd's flock may enter the building he is in, regardless of barricade level. For every living, present survivor in the Shepherd's flock in addition to himself and one other - they receive a +5% barricade bonus, up to +20%.
- Prerequisites: The Shepherd
- Prerequisite for: None
I think as far as flavor and generality go, these skills are fine. But probably overpowered.