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Righto...some conclusions after a month of research and headaches.  Quite different from my first impressions two months ago, probably will be different six months hence. 
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And, honestly -- read the title.  BORING STUFF.  Ignore!  Go away!  Play the game! Look at the pretty templates on my main page!  Unless you have a good reason to be reading this...like if I told you to come here or something.  This is so I have handy stuff on hand to throw at people if they ever get mad at me.  And so I don't annoy any more people than I have to.  And because I iz a hiztory major.
<span style="color:Black"><center><nowiki>(</nowiki> [[User:Jen|Main Page]] <nowiki>|</nowiki> [[User_Talk:Jen|Talk Page]] <nowiki>|</nowiki> [[User:Jen/Christie|Christie]] <nowiki>|</nowiki> [[User:Jen/MillaD|Milla]] <nowiki>|</nowiki> [[User:Jen/JL|JL]] <nowiki>)</nowiki> </center>


Righto...some longer thoughts on stuff.


===Notes to self===
UD interests me in large part because of the emergent gameplay.  This is mostly thoughts about that, plus some of the how and why of my own gameplay preferences.  Will work on an update...sometime this year.
* Even the most faulty or problematic or overgrown institutions started for a good reason -- to fill some necessary gap, to correct some greater ill.  See bounty hunting and the RG. Heck...see PKing.  See combat revive, opposition to combat revive, see scorch the earth.  Understand the how and the why of their origin, and you will not hate them. Indeed, you will probably come to value them.
 
 
===Cards on the Table===
I initially spent most of my UD time in [[Monroeville]].  It took a while for Malton to grow on me -- and it only did so as I started to see the diversity of groups sprinkled across the city.  If I have any definite opinions about the game, it's something along the lines of "Malton should be as diverse and vibrant a place as possible."  Full of lots of different groups, each with their own subsets of preferred tactics and policies, often diametrically opposed to those of other groups.  Differences of opinion and play style are part of what makes a fun game. I'll tend to always oppose things that lean towards standardization and uniformity, and tend to always support quirky groups, local color (yay for fiefdoms??), crazy schemes, and lost causes.
 
The list of groups further down the page have gotten my admiration, for being efficient, bold, creative, or all of the above. I also like folks who talk ingame (assuming they say things worth saying).
 
===Notes on Game Mechanics===
* The decay update forced survivors to start thinking more offensively. It used to not ''matter'' all that much if you hung out in your on one side of the map, and ignored the other half, and let zombies hold a suburb forever.  Now there's consequences.
 
* Concerning the interplay of mobile and stationary groups...  As a general principle, mobile groups tip the balance of suburbs; stationary groups that keep the balance tipped. Case studies: Pitneybank, Dakerstown, Dulston, Grigg Heights, and Kempsterbank. And I guess the greater Riddleybank area, too.
 
===Notes to Self===
* Even the most faulty or problematic or overgrown institutions started for a good reason -- to fill some necessary gap, to correct some greater ill.  See bounty hunting and the RG. Heck...see PKing.  See combat revive, opposition to combat revive, see scorch the earth.  Understand the how and the why of their origin, and you'll not hate them. You'll probably come to admire and value them.
* There is a fundamental conflict between players who favor the development of established institutions and conventions, and those who favor a kind of libertarian anarchy.  Respect your opponents -- they've thought through their choice as well.
* There is a fundamental conflict between players who favor the development of established institutions and conventions, and those who favor a kind of libertarian anarchy.  Respect your opponents -- they've thought through their choice as well.
* Your preferences are ''not'' those of all players.  The ones you least understand, the ones you think are the most detrimental and damaging to the game...these are the ones you MUST work to understand.  
* Is there also a fundamental conflict between players who want to push the limits of the game, and more casual players? (answer as of 2011: YES OH GOD YES)
* When the player base shifts, the game changes. Adapt or die. 'Tis part of the craziness and fluidity of the game.
* Your preferences are ''not'' those of all players.  The ones you least understand, or the ones you think are the most detrimental and damaging to the game...these are the ones you MUST work to understand.  
* When the player base shifts, the game changes. When updates come, the game changes.  When search rates shift, the game changes. Adapt or die. 'Tis part of the craziness and fluidity of the game.
* Ability to embrace change, not clinging to the old ways...I'll bank on this being the heart of the pubbie debate.
* Ability to embrace change, not clinging to the old ways...I'll bank on this being the heart of the pubbie debate.
* Kevan was fine with the DEM's alt policy.  
* Kevan was fine with the DEM's alt policy.
* Understanding has its limits. Farther out than you think, but yes, limits.
 


===Further Evilness===
===Alts and PKers and Spais, oh my!===
* In a city where death is a minor inconvenience, PKing is a 100% legitimate gameplay option.
* In a city where death is a minor inconvenience, PKing is a 100% legitimate gameplay option.
* The greater the zombie threat, the less acceptable PKing becomes (and the BETTER it needs to be done).  The greater the percentage of survivors, the more essential PKing becomes to a vibrant game.  
* The greater the zombie threat, the less acceptable PKing becomes (and the BETTER it needs to be done).  The greater the percentage of survivors, the more essential PKing becomes to a vibrant game.  
* The only PKers I object to are those who don't have the decency to fire off some witty comment or passable rationale before offing folks.
* The only PKers I object to are those who don't have the decency to fire off some witty comment or passable rationale before offing folks.
* Malton should be a diverse place, full of lots of vibrant groups, each with their own crazy grabbag of preferred tactics and policies. Often diametrically opposed to those of other groups. Gray tapioca uniformity, BEGONE!
I post on the bounty/PKer threads mostly if I think something is highly amusing.
* If I could successfully play Hearts with myself as a kid, I should be able to ignore information distinct to one alt when I switch to another.
* If I could successfully play Hearts with myself as a kid, I should be able to ignore information distinct to one alt when I switch to another.
* Separate lives means separate lives. Don't stick your alts in groups supporting the same bloody style of play, policies, boards, and tactics.  
* Yeah, I guess I'm a bit of a hardliner on the "separate lives" thing. Don't stick your alts in groups supporting the same bloody style of play, policies, boards, and tactics. (Hmm...does this mean a person shouldn't have two dual nature alts?)
* Err...but what does this mean for my two dual nature alts? Eep.
* Combat revives, pinatas, GKing, ZKing, PKing, death culting, scouts, cade strafing, revive queue blocking, revive point killing...all perfectly legitimate, and all effective when deployed wisely. If you don't like a group doing one of them to you, roll with the punches, and counter it.
* Any publicly available info should be exploited. And ingame spying, zambah spies...heck yeah. The fact that there's groups employing various "gray tactics"  makes the game more interesting all around. But private boards should be combated by better organization and other private boards. Sun Tzu be damned...forum/group infiltration is ''not'' legitimate.
* Gleaning info from another group's public forums and communications: of COURSE it's a legitimate tactic. And smart. If you don't want any Joe with an email address to be able to read something, stick it in a private forum.
 
* Infiltrating private forums: well, I played two rounds of [http://www.travian.com Travian], with endgame-competitive teams, during the time I was gone from UD. It changed my views on some stuff. But the thing is, UD doesn't have an established spying subgame going on, so some things that are twistedly admirable in Travian are just useless and cheap in UD.  I'll have more thoughts on this at some point; in the meantime, so long as you don't hack forums, and don't use one alt to gain information on behalf of another alt, I have to say that the tactic is permissible and technically legitimate.  But unlike the case with most gameplay limits, I also believe that pushing the envelope on forum spying would ultimately do more harm than good to the game.
* I post on the bounty/PKer threads mostly if I think something is highly amusing.


 
===Wiki Politics===
===Wiki politics===
* ''It's just a BROWSER GAME.''  In ''beta testing'', no less.  Can't we all just get along? :p
* ''It's just a FECKING BROWSER GAME.''  In ''beta testing'', no less.  Holy Moses -- ''can't we all just get along?''
* Personally, I think Kevan probably just reads the suggestions as they're proposed, and ignores the votes. I would.
* Personally, I think Kevan probably just reads the suggestions as they're proposed, and ignores the votes. I would.
* Swiers and Wan Yao seem like awesome folks.  Any Project Welcome guys are also cool.
* [[Project Welcome]] is a good thing.
 


===Stuff I Rather Like===
===Stuff I Rather Like===
* Monroeville, sans perma-headshot.  When I was first playing, I found [[Monroeville]] a heck of a lot more fun than [[Malton]]. It's less established, and easier for new people and factions to impact things and make a difference.  Plus I liked the threat of no revivification.  ("Zombies hunting down the last survivors" would still be my preferred endgame).
* Monroeville, sans perma-headshot.  When I was first playing, I found [[Monroeville]] a heck of a lot more fun than [[Malton]]. It's less established, and easier for new people and factions to impact things and make a difference.
* The PK debates on 28.02.  They were the main reason I logged into Monroeville for a while.
* The PK debates on 28.02.  They were the main reason I logged into Monroeville for a while.
* [[Modern Suburbia: Surviving Level One]] and [[User:Grim_s/Grims_guide_to_staying_alive|Grim's guide to staying alive]].  I laughed muchly. And they're right.
* [[Modern Suburbia: Surviving Level One]] and [[User:Grim_s/Grims_guide_to_staying_alive|Grim's guide to staying alive]].  I laughed muchly. And they're right.
Line 44: Line 58:
* [[Project Welcome]]
* [[Project Welcome]]
* [[The Wiki Code Stealers]]
* [[The Wiki Code Stealers]]
 
* The [[decay]] update.  Best thing to happen game since The Dead.  Helped out zombies, and made stuff a lot more fun and interesting for survivors at the same time.
* Crazy-insane ruin repair work.  It's a BLAST.  85+ ruins, looting resource buildings for dear life before they're sacked again, suicide-repairs, grand camaraderie with the few folks up there bothering to do the hardest and most thankless work in Malton.
* Related to the above: the [[Template:ExtremeRepair|3-D Extreme Repair Club]]
* [[Ronin Gallery|The Ronin Gallery]]. I approve.
* [[Red_Rum/The_Great_Military_Biscuit_War|This page]] and [[Trenchipendence_Day|this page]].


===Groups I Rather Like===
===Groups I Rather Like===
*[[The Big Prick]] -- combat revives be damned, this is the most interesting and exciting idea for a survivor group that I've seen.
*[[The Big Prick]] -- combat revives be damned, this was the most interesting and effective idea for a survivor group anyone had come up with in ages.
*[[Philosophe Knights]] -- it's a brilliant idea for a group.  It made me rethink my knee-jerk negative stance on PKing. I almost joined.
*[[Philosophe Knights]] -- Elegant, deadly, and pro-survivor to the point of violence. ;)
*[[Malton Medical Staff]] -- I almost joined them, too.  Talking ingame?  Maintaining a VSB hospital?  Humor as a staple?  Heck yes.  I care about [[Roftwood]] as a survivor because of them.
*[[Malton Medical Staff]] -- Talking ingame?  Maintaining a VSB hospital?  Humor as a staple?  Heck yes.
*[[Creedy Guerilla Raiders]] -- It's a brilliant idea for a PKer group. My friend who introduced me to RG was/is a member.  The Philosophe Knights made me rethink PKing; the CGR made me rethink everything else. From metagame tools to bounty hunting to griefing to the definition of zerging to revive point killing to forum spying to guilt by association to my own overarching vision of what Malton should be like.
*[[Creedy Guerilla Raiders]] -- The Philosophe Knights made me rethink PKing; the CGR made me rethink everything else.
*[[The Opportunists]] -- how I like to play. See also [[Dual Nature]], for a slightly more aggressive version.
*[[The Opportunists]] -- my default casual gameplay style. See also [[Dual Nature]], for a slightly more aggressive version.
*[[U.S. Army Infantry]] -- Aside from being American when consensus is that Malton is in Britain...they seem a good group that has their act together.  I considered joining them as well, before I went dual natureWell...and I don't particularly like their alt policy either, but, hey.
*[[Ridleybank Resistance Front]] -- *in awe* I have this gut-level thing against joining them...but they are DAMN GOOD at what they do, wrote the book on good zombie strategy, and demonstrated that the impossible was possible
*[[Ridleybank Resistance Front]] -- *in awe*
*[[404: Barhah not found]] -- crazy, smart, and effectiveThey're tackling the hardest suburbs in the game, and doing the stuff every other survivor group in Malton SHOULD be sending a team to do.
*[[The Kilt Store]] -- Non-trenchy survivor group...with kilts! I care about [[Nichols Mall]] when I'm a survivor because of them.
*[[Order of the Black Rose]] - ditto, only local instead of mobile
*[[The Dead]] -- the only time it's actually necessary for survivors to play smart.
*[[St. Ferreol's Hospital Noise Abatement Society]] -- a crazy-insane idea, one of the most hilariously plausible rationales I've seen for any group, and the best name ever.
*[[Clubbed to Death]] -- Yep, I have a thing for local indie zombie groups.
===Groups I Rather Liked That No Longer Exist, Alas===
*[[LUE]] -- direct, efficient, funny, and a blast to fight against
*[[LUE]] -- direct, efficient, funny, and a blast to fight against
*[[Spartans]] -- emphasize courtesy, and yell stuff about Persians while killing DEM and bounty huntersWhat's not to like?
*[[Hel's Daughters]] -- a Dulston-based women-only zambah/PKer group
*[[MCDU]] -- yup. :)  They go into danger zones and get stuff done. Then quietly leave.
*[[Axes High]] -- they use only melee weapons, and they hang out in large enough numbers to make a notable difference in the suburbs they're in.
 
*[[Flowers of Disease]] - "Some people lead by example; they lead by making examples."
*[[Mostly Harmless]] - funny, coordinated PKers. A blast to work alongsideI miss you, Zombie in Pajamas. :(
*[[Hard Knock Life]] -- If zombies are exploiting the limits of the game by use of pinatas, GKers, and death cultists, it's about time survivors started playing smart, and making better use of their resources as well. Especially when search rates are horrid. Claws don't need reloading, and they're more effective than axes. Fuck the "terrible RP" complaint. This is smart and effective.


===The DEM===
==="Real" PKers===
* Handy prolegomena:  Well, there's the debate about [[Coalition_for_Fair_Tactics/Assembly/DEM|DEMON]].  And me asking the DEM a lot of questions, starting [http://z14.invisionfree.com/Brainstock/index.php?showtopic=8309&view=findpost&p=11669073 here].  Father Thompson gives wonderfully thorough answers about a lot of matters.  See also [http://z14.invisionfree.com/Brainstock/index.php?showtopic=9813 An Open Letter], for an RP-centric perspective.  Post #2 = a summary of a lot of my thoughts on Malton, and why I've decided to devote an alt to going after the DEM.  Also of interest would be the [[EMLN/Constitution|EMLN Constitution]]. It's got plenty of problems, but is helpful in jump-starting paradigm shifts. And one can't forget [http://en.wikipedia.org/wiki/The_Moon_Is_a_Harsh_Mistress The Moon is a Harsh Mistress].  Probably why I decided to play the revolutionary game in the first placeOther interesting threads to read are the [http://z14.invisionfree.com/Brainstock/index.php?showtopic=9716 PRO SURVIVOR?] debate (about the [[Rogues_Gallery_%28Brainstock%29|Rogues Gallery]] vs. the [[Dulston_Alliance/BlackList|DA Blacklist]], and [http://z14.invisionfree.com/Brainstock/index.php?showtopic=9846 Where have all the Bad Guys gone?] (the DEM and the Philosophe Knights argue about the definition of pro-survivor, among other things).
Actually, the debate's not stupid, and this distinction they're trying to make isn't trivial, like I thought it wasCalling one type of PKer a "real" PKer, though, and they other variety "not-real"...''that's'' the stupid thingYou're better off going with "ruthless" and "lulzy," or something like that.
* I see the DEM as one group, with multiple sub-branches. Like the RRF, or the Fortress, or the US Army Infantry.  This is in part because of how they choose to recruit, in part because of their homogenizing academy, and in part because of the similarity in their supported policies.  (Though Axes High and the MCDU act more like local/mobile groups than the others do).
* I'd say my CGR alt goes after them for reasons that are 60-80% RP ('cause every large governmental-ish group needs a rebel-ish group), 20-30% personal support of local fiefdoms (and wanting folks to check them out before they default to the DEM), a dash of annoyance with inefficiency, a dash of protesting the use of certain metagame tools, and maybe a pinch of sheer black-heartedness? Or something like that.
* Like any group worth its salt, they support and publicize a certain selection of policies and tactics -- and quite popular, effective, and solid ones at that. I think there's other tactics and policies equally valid, and perhaps even better...but that doesn't make the DEM's choices bad. Those choices are in large part what shapes their character. They've also got a distinctly unique structure...what other group scatters its people ALL over the city? Sweet! DIVERSITY! They've also got those crazy ribbons and awards and ranks, which make my eyes cross, and seem like bureaucratic red tape, but, hey. Some people like that and gravitate toward that.  The DEM has established a distinct and recognizable style of gameplay. It's one option among many for players -- and apparently an attractive one.  Basically, they make Malton a more diverse and interesting place by their existence.  And fill a necessary niche.
* So long as people have thought through their reasons for joining, I've got no beef with them.  With their vision for Malton, sure...but not really with them.

Latest revision as of 04:20, 1 August 2014

( Main Page | Talk Page | Christie | Milla | JL )

Righto...some longer thoughts on stuff.

UD interests me in large part because of the emergent gameplay. This is mostly thoughts about that, plus some of the how and why of my own gameplay preferences. Will work on an update...sometime this year.


Cards on the Table

I initially spent most of my UD time in Monroeville. It took a while for Malton to grow on me -- and it only did so as I started to see the diversity of groups sprinkled across the city. If I have any definite opinions about the game, it's something along the lines of "Malton should be as diverse and vibrant a place as possible." Full of lots of different groups, each with their own subsets of preferred tactics and policies, often diametrically opposed to those of other groups. Differences of opinion and play style are part of what makes a fun game. I'll tend to always oppose things that lean towards standardization and uniformity, and tend to always support quirky groups, local color (yay for fiefdoms??), crazy schemes, and lost causes.

The list of groups further down the page have gotten my admiration, for being efficient, bold, creative, or all of the above. I also like folks who talk ingame (assuming they say things worth saying).

Notes on Game Mechanics

  • The decay update forced survivors to start thinking more offensively. It used to not matter all that much if you hung out in your on one side of the map, and ignored the other half, and let zombies hold a suburb forever. Now there's consequences.
  • Concerning the interplay of mobile and stationary groups... As a general principle, mobile groups tip the balance of suburbs; stationary groups that keep the balance tipped. Case studies: Pitneybank, Dakerstown, Dulston, Grigg Heights, and Kempsterbank. And I guess the greater Riddleybank area, too.

Notes to Self

  • Even the most faulty or problematic or overgrown institutions started for a good reason -- to fill some necessary gap, to correct some greater ill. See bounty hunting and the RG. Heck...see PKing. See combat revive, opposition to combat revive, see scorch the earth. Understand the how and the why of their origin, and you'll not hate them. You'll probably come to admire and value them.
  • There is a fundamental conflict between players who favor the development of established institutions and conventions, and those who favor a kind of libertarian anarchy. Respect your opponents -- they've thought through their choice as well.
  • Is there also a fundamental conflict between players who want to push the limits of the game, and more casual players? (answer as of 2011: YES OH GOD YES)
  • Your preferences are not those of all players. The ones you least understand, or the ones you think are the most detrimental and damaging to the game...these are the ones you MUST work to understand.
  • When the player base shifts, the game changes. When updates come, the game changes. When search rates shift, the game changes. Adapt or die. 'Tis part of the craziness and fluidity of the game.
  • Ability to embrace change, not clinging to the old ways...I'll bank on this being the heart of the pubbie debate.
  • Kevan was fine with the DEM's alt policy.

Alts and PKers and Spais, oh my!

  • In a city where death is a minor inconvenience, PKing is a 100% legitimate gameplay option.
  • The greater the zombie threat, the less acceptable PKing becomes (and the BETTER it needs to be done). The greater the percentage of survivors, the more essential PKing becomes to a vibrant game.
  • The only PKers I object to are those who don't have the decency to fire off some witty comment or passable rationale before offing folks.
  • I post on the bounty/PKer threads mostly if I think something is highly amusing.
  • If I could successfully play Hearts with myself as a kid, I should be able to ignore information distinct to one alt when I switch to another.
  • Yeah, I guess I'm a bit of a hardliner on the "separate lives" thing. Don't stick your alts in groups supporting the same bloody style of play, policies, boards, and tactics. (Hmm...does this mean a person shouldn't have two dual nature alts?)
  • Combat revives, pinatas, GKing, ZKing, PKing, death culting, scouts, cade strafing, revive queue blocking, revive point killing...all perfectly legitimate, and all effective when deployed wisely. If you don't like a group doing one of them to you, roll with the punches, and counter it.
  • Gleaning info from another group's public forums and communications: of COURSE it's a legitimate tactic. And smart. If you don't want any Joe with an email address to be able to read something, stick it in a private forum.
  • Infiltrating private forums: well, I played two rounds of Travian, with endgame-competitive teams, during the time I was gone from UD. It changed my views on some stuff. But the thing is, UD doesn't have an established spying subgame going on, so some things that are twistedly admirable in Travian are just useless and cheap in UD. I'll have more thoughts on this at some point; in the meantime, so long as you don't hack forums, and don't use one alt to gain information on behalf of another alt, I have to say that the tactic is permissible and technically legitimate. But unlike the case with most gameplay limits, I also believe that pushing the envelope on forum spying would ultimately do more harm than good to the game.

Wiki Politics

  • It's just a BROWSER GAME. In beta testing, no less. Can't we all just get along? :p
  • Personally, I think Kevan probably just reads the suggestions as they're proposed, and ignores the votes. I would.
  • Project Welcome is a good thing.

Stuff I Rather Like

  • Monroeville, sans perma-headshot. When I was first playing, I found Monroeville a heck of a lot more fun than Malton. It's less established, and easier for new people and factions to impact things and make a difference.
  • The PK debates on 28.02. They were the main reason I logged into Monroeville for a while.
  • Modern Suburbia: Surviving Level One and Grim's guide to staying alive. I laughed muchly. And they're right.
  • Groups that talk in-game. Life gets boring when you're just whacking, searching, and running. I appreciate the "wasted" AP.
  • Groups that are direct and efficient.
  • PKer groups with a good rationale. Or a sense of humor. That goes for individual PKers, too.
  • At the moment, zombie buffs. Partly because the 65:35 ratio is a bit ridiculous, but mostly because there's hardly any risk as a survivor (I never rarely die unless I get stuck outside).
  • Is it bad that I like mall sieges? I know they're a waste of survivor AP and all...but they're fun.
  • Project Welcome
  • The Wiki Code Stealers
  • The decay update. Best thing to happen game since The Dead. Helped out zombies, and made stuff a lot more fun and interesting for survivors at the same time.
  • Crazy-insane ruin repair work. It's a BLAST. 85+ ruins, looting resource buildings for dear life before they're sacked again, suicide-repairs, grand camaraderie with the few folks up there bothering to do the hardest and most thankless work in Malton.
  • Related to the above: the 3-D Extreme Repair Club
  • The Ronin Gallery. I approve.
  • This page and this page.

Groups I Rather Like

  • The Big Prick -- combat revives be damned, this was the most interesting and effective idea for a survivor group anyone had come up with in ages.
  • Philosophe Knights -- Elegant, deadly, and pro-survivor to the point of violence. ;)
  • Malton Medical Staff -- Talking ingame? Maintaining a VSB hospital? Humor as a staple? Heck yes.
  • Creedy Guerilla Raiders -- The Philosophe Knights made me rethink PKing; the CGR made me rethink everything else.
  • The Opportunists -- my default casual gameplay style. See also Dual Nature, for a slightly more aggressive version.
  • Ridleybank Resistance Front -- *in awe* I have this gut-level thing against joining them...but they are DAMN GOOD at what they do, wrote the book on good zombie strategy, and demonstrated that the impossible was possible
  • 404: Barhah not found -- crazy, smart, and effective. They're tackling the hardest suburbs in the game, and doing the stuff every other survivor group in Malton SHOULD be sending a team to do.
  • Order of the Black Rose - ditto, only local instead of mobile
  • The Dead -- the only time it's actually necessary for survivors to play smart.
  • St. Ferreol's Hospital Noise Abatement Society -- a crazy-insane idea, one of the most hilariously plausible rationales I've seen for any group, and the best name ever.
  • Clubbed to Death -- Yep, I have a thing for local indie zombie groups.

Groups I Rather Liked That No Longer Exist, Alas

  • LUE -- direct, efficient, funny, and a blast to fight against
  • Hel's Daughters -- a Dulston-based women-only zambah/PKer group
  • Axes High -- they use only melee weapons, and they hang out in large enough numbers to make a notable difference in the suburbs they're in.
  • Flowers of Disease - "Some people lead by example; they lead by making examples."
  • Mostly Harmless - funny, coordinated PKers. A blast to work alongside. I miss you, Zombie in Pajamas. :(
  • Hard Knock Life -- If zombies are exploiting the limits of the game by use of pinatas, GKers, and death cultists, it's about time survivors started playing smart, and making better use of their resources as well. Especially when search rates are horrid. Claws don't need reloading, and they're more effective than axes. Fuck the "terrible RP" complaint. This is smart and effective.

"Real" PKers

Actually, the debate's not stupid, and this distinction they're trying to make isn't trivial, like I thought it was. Calling one type of PKer a "real" PKer, though, and they other variety "not-real"...that's the stupid thing. You're better off going with "ruthless" and "lulzy," or something like that.