User talk:Rosslessness/Safehouse Hatred: Difference between revisions
MisterGame (talk | contribs) (New page: I agree with the sig, but I just don't get what you mean with going for a walk. ?? --~~~~) |
(→Approval: new section) |
||
(36 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
I agree with the sig, but I just don't get what you mean with going for a walk. ?? --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 11:57, 17 August 2010 (BST) | I agree with the sig, but I just don't get what you mean with going for a walk. ?? --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 11:57, 17 August 2010 (BST) | ||
:I went for a walk. Hence the fact the page remained blank. --{{User:Rosslessness/Sig}} 13:04, 17 August 2010 (BST) | |||
::I like this. Spruce it up and I'd vouch for it being featured. {{User:Misanthropy/Sig}} 16:32, 17 August 2010 (BST) | |||
:::I'd like more input actually. Im getting increasingly anti survivor in my old age. --{{User:Rosslessness/Sig}} 16:37, 17 August 2010 (BST) | |||
::::As you should be. I'd need to research it some more myself, but you'd need to change the bit about sieges - running to preserve your bonus doesn't work as the ruin will cancel it anyway. {{User:Misanthropy/Sig}} 16:40, 17 August 2010 (BST) | |||
:::::Exactly, either way you're boned. --{{User:Rosslessness/Sig}} 16:46, 17 August 2010 (BST) | |||
PARTIAL DISAGREEMENT! Well, okay, i totally agree that making a permanent safehouse is generally bad. I have seen this myself years ago both in my [[SSZ]] time (the blackmore battle in particular) and briefly [[LCD]] when the goal was to keep Crossman Department as a super-fortress. What is probably somehow wrong in your line of thought is the assumption that the person needs to remain in the safehouse to recieve benefits of free actions. Actually what another important part of the update does - a compass to the safehouse location - is to make sure you keep track of your designated point when you adventure '''elsewhere''', this does encourage you to adventure, especially if you are new to the game because now you ''won't get lost''! I did multiple times, especially in my latest "i don't care about the game" years did the job of either stocking on tons of FAKs or stocking on tons of needles and then ''going around '''randomly''''', without paying attention to the map. Now time after time i needed to get back to the restocking location and restock. The update helps in this tremendously by in-game, vanilla, no-SleazyMonkey interface to show where to get back. Now about the free AP part. Spending 30AP isn't really a big deal for me. I often don't log in for several days. The net gain is after 6 days worth of acting in the safehouse - now i agree that this is quite a long time considering my random adventures, probably two weeks worth of real time. I agree that this doesn't bite statistically, but it's "meh" for players like me. --[[User:Duke Garland|<nowiki>~~~~</nowiki>]] [[User:Duke Garland/BHW|<nowiki>[</nowiki>]][[User talk:Duke Garland|talk]][[Signature Race|<nowiki>]</nowiki>]] 15:29, 18 August 2010 (BST) | |||
:::Cheers Duke, I wanted a more casual perspective. From what I can gather you must be inside the safehouse to get a free action, but yes the result of this is you could venture out with your new items, extra ap and do something else. The tracker is good, probably brilliant for casual players who don't meta. As it is for zombies to. --{{User:Rosslessness/Sig}} 15:44, 18 August 2010 (BST) | |||
I still agree. Too bad Kevan pretty much ignores the community as much as he can (where is the new wiki software? Oh). Of course, until one day, when there is no longer a community. Such shame, because all I can think about is ''what it could have been'' --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 17:17, 18 August 2010 (BST) | |||
:I don't agree yet. You're all judging way too quickly. WAY too quickly. the safehouse idea is good just for directions, it's just one of those handy things. As for the 5+AP thing, it's all a ploy to get those survivors to stop fucking running. Incentive to stop the exact thing that made this game gay, as outlined somewhere [[User_talk:DanceDanceRevolution/archive/2010/H1#Kevans_Mistake|here]], if you agree with that in the first place. Will it work? Probs not, but we could at least see it in action first imo. It isn't much, but it puts the game in the right direction. the incentive has been given and it means Kevan is working on making the game more siege-friendly, which is what I've been wishing for for 2 years since cade block. It means Kevan knows what he needs to be doing and he's getting there. slowly. -- {{User:DanceDanceRevolution/sig3}} 14:27, 19 August 2010 (BST) | |||
::I'd just wish he'd stop dancing around the problem and sort cade blocking. --{{User:Rosslessness/Sig}} 17:46, 19 August 2010 (BST) | |||
::Cade blocking started in feb 08. It's been 2 years. Within those 2 years the only real highlights I can remember are Ruin and Dark, and now this. I wouldn't expect another major update for at least a year. I for once wished he'd actually go into the discussion with us about updates. The guy is never here, a part from the bug reports. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 10:38, 20 August 2010 (BST) | |||
:::Well, maybe because UD is only one of thousands of his projects? It's not like he wakes up and goes to bed all day thinking about UD. Anyway, it was never meant to be a precisely balanced MMORPG --[[User:Duke Garland|<nowiki>~~~~</nowiki>]] [[User:Duke Garland/BHW|<nowiki>[</nowiki>]][[User talk:Duke Garland|talk]][[Signature Race|<nowiki>]</nowiki>]] 15:48, 22 August 2010 (BST) | |||
:::Ruin was before cade blocking. -- {{User:DanceDanceRevolution/l}} 12:39, 26 August 2010 (BST) | |||
Maybe the Safehouse function was designed to be used in a <font color=#0E0>Green</font> suburb? Think about it, there is less zombies to ruin your safehouse. The only thing you need to do is to keep yourself from being PKed for a week and you'll start gaining AP profits. It also works when you use that Green suburb from restocking before returning to the <font color=#E00>Red</font> or <font color=#CCC>Gray</font> suburb (i.e. suburb revival operation), as long as you can keep yourself from being eaten. -- [[User:Kittithaj|Kittithaj]] 10:30, 24 August 2010 (BST) | |||
My thinking parallels that of DDR and Kittithaj. This is not a red-zone skill. '''''Survivors who actively seek out red zones are in the distinct minority.''''' That said, I can think of a few uses for it… [[Image:Shifty.gif|Shifty >_> <_<]] {{User:Revenant/Sig}} 07:11, 26 August 2010 (BST) | |||
:I know what you mean, its more a problem with survivor behaviour than game design. Saying that, zombies are more likely to make your suburb red for you, than you moving to one. --{{User:Rosslessness/Sig}} 09:40, 26 August 2010 (BST) | |||
== Typo == | |||
Want that moved?--{{User:Yonnua Koponen/signature}} 20:37, 1 October 2010 (BST) | |||
:MY GOD YES. --{{User:Rosslessness/Sig}} 21:00, 1 October 2010 (BST) | |||
::done.--{{User:Yonnua Koponen/signature}} 21:54, 1 October 2010 (BST) | |||
== The Post Note's == | |||
implication - that safehouses have somehow reduced survivor numbers by X% -- is a stretch at best. -[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] | |||
:Yep. I might change it. Any other comments? --{{User:Rosslessness/Sig}} 18:00, 27 January 2011 (UTC) | |||
::Survivor population decrease may have been attributed to [[BB3]] wrapping things up at the time. Looking at [[Suburb/History/201008|Suburb Map History]] there was a lot of red the last half of August, 2010. {{User:Vapor/sig}} 18:05, 27 January 2011 (UTC) | |||
:::And even more so one month after Safehouse was added. [[Suburb/History/201009|September, 2010]] belonged to the undead it seems. {{User:Vapor/sig}} 18:08, 27 January 2011 (UTC) | |||
:::There's that, plus the wrapping up of things in central Malton, and just general swings in search rates for needles probably. I think those have a greater impact than this. That said, the argument makes sense, and seems pretty solid. The only other thing I can think of is that it sorta has the weird, semi-serious, raging-against-the-machine tone, which may or may not be what you are looking for. -[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 18:11, 27 January 2011 (UTC) | |||
::::I'll lose the note. Seems wrong. But yes. I was raging. And I still am. --{{User:Rosslessness/Sig}} 19:16, 27 January 2011 (UTC) | |||
== Another Note == | |||
Didn't see this mentioned in the article. One of the most damning things about Scout Safehouse is the fact that a lot of those "free" actions are still subject to the RNG and thus suffer a probability to fail. So it could take much much longer to gain a return on investment in AP after scouting. Unless all you're doing inside your safehouse is FAKing, Reviving, refueling generators or slapping people with newspapers, or you're really really lucky and all of your free actions are successful, 30 free actions is not the break-even point. ~[[Image:Vsig.png|link=User:Vapor]] <sub>05:43, 26 August 2012 (UTC)</sub> | |||
:God, the maths are beyond me. I can't even remember if non successful barricades or searches can be free, and I'm not spoiling any of my tainting any of my current characters to find out. --[[User:Rosslessness|Ross]]<sup>[[User:Rosslessness/Persons Of Note|'''WHO????''']]</sup>[[User:Rosslessness|ness]] 14:23, 27 August 2012 (BST) | |||
::I did some testing when it was still early. I do recall that I had some free actions fail. There are a lot of untested things. If you scout a lit dark and it becomes unlit, do you lose the benefit? Do you lose HP to infection on a free action? Can radio speech count as free? Like you, though I question if it really is worth finding out. If I decide to do any more testing, I'll add screenshots. ~[[Image:Vsig.png|link=User:Vapor]] <sub>17:59, 27 August 2012 (UTC)</sub> | |||
I've noticed plenty of bugs, too, I might add. Such as dying, or the (scouted) safehouse ruined, and not losing the safehouse status. Also, failed searches can still get "hit" with a free AP. It's any action gets the chance, I believe. --{{User:A Helpful Little Gnome/Sig}} 19:10, 27 August 2012 (BST) | |||
== Approval == | |||
My name is Maverick, and I approve this rant. --{{User:Maverick Farrant/sig}} 06:15, 11 February 2013 (UTC) |
Latest revision as of 06:15, 11 February 2013
I agree with the sig, but I just don't get what you mean with going for a walk. ?? --Thadeous Oakley 11:57, 17 August 2010 (BST)
- I went for a walk. Hence the fact the page remained blank. --RosslessnessWant a Location Image? 13:04, 17 August 2010 (BST)
- I like this. Spruce it up and I'd vouch for it being featured. 16:32, 17 August 2010 (BST)
- I'd like more input actually. Im getting increasingly anti survivor in my old age. --RosslessnessWant a Location Image? 16:37, 17 August 2010 (BST)
- I like this. Spruce it up and I'd vouch for it being featured. 16:32, 17 August 2010 (BST)
PARTIAL DISAGREEMENT! Well, okay, i totally agree that making a permanent safehouse is generally bad. I have seen this myself years ago both in my SSZ time (the blackmore battle in particular) and briefly LCD when the goal was to keep Crossman Department as a super-fortress. What is probably somehow wrong in your line of thought is the assumption that the person needs to remain in the safehouse to recieve benefits of free actions. Actually what another important part of the update does - a compass to the safehouse location - is to make sure you keep track of your designated point when you adventure elsewhere, this does encourage you to adventure, especially if you are new to the game because now you won't get lost! I did multiple times, especially in my latest "i don't care about the game" years did the job of either stocking on tons of FAKs or stocking on tons of needles and then going around randomly, without paying attention to the map. Now time after time i needed to get back to the restocking location and restock. The update helps in this tremendously by in-game, vanilla, no-SleazyMonkey interface to show where to get back. Now about the free AP part. Spending 30AP isn't really a big deal for me. I often don't log in for several days. The net gain is after 6 days worth of acting in the safehouse - now i agree that this is quite a long time considering my random adventures, probably two weeks worth of real time. I agree that this doesn't bite statistically, but it's "meh" for players like me. --~~~~ [talk] 15:29, 18 August 2010 (BST)
- Cheers Duke, I wanted a more casual perspective. From what I can gather you must be inside the safehouse to get a free action, but yes the result of this is you could venture out with your new items, extra ap and do something else. The tracker is good, probably brilliant for casual players who don't meta. As it is for zombies to. --RosslessnessWant a Location Image? 15:44, 18 August 2010 (BST)
I still agree. Too bad Kevan pretty much ignores the community as much as he can (where is the new wiki software? Oh). Of course, until one day, when there is no longer a community. Such shame, because all I can think about is what it could have been --Thadeous Oakley 17:17, 18 August 2010 (BST)
- I don't agree yet. You're all judging way too quickly. WAY too quickly. the safehouse idea is good just for directions, it's just one of those handy things. As for the 5+AP thing, it's all a ploy to get those survivors to stop fucking running. Incentive to stop the exact thing that made this game gay, as outlined somewhere here, if you agree with that in the first place. Will it work? Probs not, but we could at least see it in action first imo. It isn't much, but it puts the game in the right direction. the incentive has been given and it means Kevan is working on making the game more siege-friendly, which is what I've been wishing for for 2 years since cade block. It means Kevan knows what he needs to be doing and he's getting there. slowly. -- 14:27, 19 August 2010 (BST)
- I'd just wish he'd stop dancing around the problem and sort cade blocking. --RosslessnessWant a Location Image? 17:46, 19 August 2010 (BST)
- Cade blocking started in feb 08. It's been 2 years. Within those 2 years the only real highlights I can remember are Ruin and Dark, and now this. I wouldn't expect another major update for at least a year. I for once wished he'd actually go into the discussion with us about updates. The guy is never here, a part from the bug reports. --Thadeous Oakley 10:38, 20 August 2010 (BST)
- Well, maybe because UD is only one of thousands of his projects? It's not like he wakes up and goes to bed all day thinking about UD. Anyway, it was never meant to be a precisely balanced MMORPG --~~~~ [talk] 15:48, 22 August 2010 (BST)
- Ruin was before cade blocking. -- LEMON #1 12:39, 26 August 2010 (BST)
Maybe the Safehouse function was designed to be used in a Green suburb? Think about it, there is less zombies to ruin your safehouse. The only thing you need to do is to keep yourself from being PKed for a week and you'll start gaining AP profits. It also works when you use that Green suburb from restocking before returning to the Red or Gray suburb (i.e. suburb revival operation), as long as you can keep yourself from being eaten. -- Kittithaj 10:30, 24 August 2010 (BST)
My thinking parallels that of DDR and Kittithaj. This is not a red-zone skill. Survivors who actively seek out red zones are in the distinct minority. That said, I can think of a few uses for it… ᚱᛁᚹᛖᚾᚨᚾᛏ 07:11, 26 August 2010 (BST)
- I know what you mean, its more a problem with survivor behaviour than game design. Saying that, zombies are more likely to make your suburb red for you, than you moving to one. --RosslessnessWant a Location Image? 09:40, 26 August 2010 (BST)
Typo
Want that moved?--Yonnua Koponen Talk ! Contribs 20:37, 1 October 2010 (BST)
- MY GOD YES. --RosslessnessWant a Location Image? 21:00, 1 October 2010 (BST)
- done.--Yonnua Koponen Talk ! Contribs 21:54, 1 October 2010 (BST)
The Post Note's
implication - that safehouses have somehow reduced survivor numbers by X% -- is a stretch at best. -MHSstaff
- Yep. I might change it. Any other comments? --RosslessnessWant a Location Image? 18:00, 27 January 2011 (UTC)
- Survivor population decrease may have been attributed to BB3 wrapping things up at the time. Looking at Suburb Map History there was a lot of red the last half of August, 2010. ~ 18:05, 27 January 2011 (UTC)
- And even more so one month after Safehouse was added. September, 2010 belonged to the undead it seems. ~ 18:08, 27 January 2011 (UTC)
- There's that, plus the wrapping up of things in central Malton, and just general swings in search rates for needles probably. I think those have a greater impact than this. That said, the argument makes sense, and seems pretty solid. The only other thing I can think of is that it sorta has the weird, semi-serious, raging-against-the-machine tone, which may or may not be what you are looking for. -MHSstaff 18:11, 27 January 2011 (UTC)
- Survivor population decrease may have been attributed to BB3 wrapping things up at the time. Looking at Suburb Map History there was a lot of red the last half of August, 2010. ~ 18:05, 27 January 2011 (UTC)
Another Note
Didn't see this mentioned in the article. One of the most damning things about Scout Safehouse is the fact that a lot of those "free" actions are still subject to the RNG and thus suffer a probability to fail. So it could take much much longer to gain a return on investment in AP after scouting. Unless all you're doing inside your safehouse is FAKing, Reviving, refueling generators or slapping people with newspapers, or you're really really lucky and all of your free actions are successful, 30 free actions is not the break-even point. ~ 05:43, 26 August 2012 (UTC)
- God, the maths are beyond me. I can't even remember if non successful barricades or searches can be free, and I'm not spoiling any of my tainting any of my current characters to find out. --RossWHO????ness 14:23, 27 August 2012 (BST)
- I did some testing when it was still early. I do recall that I had some free actions fail. There are a lot of untested things. If you scout a lit dark and it becomes unlit, do you lose the benefit? Do you lose HP to infection on a free action? Can radio speech count as free? Like you, though I question if it really is worth finding out. If I decide to do any more testing, I'll add screenshots. ~ 17:59, 27 August 2012 (UTC)
I've noticed plenty of bugs, too, I might add. Such as dying, or the (scouted) safehouse ruined, and not losing the safehouse status. Also, failed searches can still get "hit" with a free AP. It's any action gets the chance, I believe. -- AHLGTG THE END IS NIGH! 19:10, 27 August 2012 (BST)
Approval
My name is Maverick, and I approve this rant. --Maverick Talk - OBR 404 06:15, 11 February 2013 (UTC)