User talk:Kevan: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
No edit summary
Line 83: Line 83:
::The evidence of the most recent opening of Monroeville suggests that it takes about 6 weeks for the city to go from totally survivor-dominated to totally destroyed with the survivors on the run and hiding in the wreckage.  Therefore, it seems to me that the most fun and interesting way to do it would be to run Monroeville in cycles.  Every five to six weeks or so switch the rules to give one side or the other the advantage.  So, having now had an extened Zombie Friendly period of time, you allow the Survivors to have their turn for a month and a half with closed borders and "permanent" (until the next cycle) headshot.  Then re-open it to new admissions with the usual "Zombies stand back up" rules for a month and a half, then close it again and so on and so forth.  That way, both sides always have something to look forward to and there's always something to plan for.  Frankly, this solution still favors the Zombies somewhat in that a dead Survivor still never gets a chance to come back to life, but its significantly more fair than the current situation where Survivors can never repair a building for more than a couple of days before getting buried under a tide of zombies.  While that may accurately reflect the desperate conditions of the later Dead movies and some of the supporting fiction, its not much fun to be a Survivor under these circumstances, and this is a game.  --[[User:jng2058|jng2058]] 12:54, 17 August 2008 (BST)
::The evidence of the most recent opening of Monroeville suggests that it takes about 6 weeks for the city to go from totally survivor-dominated to totally destroyed with the survivors on the run and hiding in the wreckage.  Therefore, it seems to me that the most fun and interesting way to do it would be to run Monroeville in cycles.  Every five to six weeks or so switch the rules to give one side or the other the advantage.  So, having now had an extened Zombie Friendly period of time, you allow the Survivors to have their turn for a month and a half with closed borders and "permanent" (until the next cycle) headshot.  Then re-open it to new admissions with the usual "Zombies stand back up" rules for a month and a half, then close it again and so on and so forth.  That way, both sides always have something to look forward to and there's always something to plan for.  Frankly, this solution still favors the Zombies somewhat in that a dead Survivor still never gets a chance to come back to life, but its significantly more fair than the current situation where Survivors can never repair a building for more than a couple of days before getting buried under a tide of zombies.  While that may accurately reflect the desperate conditions of the later Dead movies and some of the supporting fiction, its not much fun to be a Survivor under these circumstances, and this is a game.  --[[User:jng2058|jng2058]] 12:54, 17 August 2008 (BST)
:::Agreed.  Right now Monroeville is only a game of attrition with an inevitable (tedious) end.  Maybe that's in keeping with Romero's cannon, but it puts survivors in an unwinnable position and leaves the zombies without enough challenge to stave off boredom.  If the game's going to be left open, then since zombies are in the advantage right now (by 4:1) why not restore headshot and see what happens?  [[User:CoopVancer|CoopVancer]] 21:34, 17 August 2008 (BST)
:::Agreed.  Right now Monroeville is only a game of attrition with an inevitable (tedious) end.  Maybe that's in keeping with Romero's cannon, but it puts survivors in an unwinnable position and leaves the zombies without enough challenge to stave off boredom.  If the game's going to be left open, then since zombies are in the advantage right now (by 4:1) why not restore headshot and see what happens?  [[User:CoopVancer|CoopVancer]] 21:34, 17 August 2008 (BST)
:Yes, your reading is correct that perma-headshot isn't returning.--[[User:Kevan|Kevan]] 16:59, 18 August 2008 (BST)

Revision as of 15:59, 18 August 2008

If you want to report a bug, put it up on the Bug Reports page for review.

If you've got a question about the Wiki, use the Wiki Questions and another user will see it and answer it.

If you want to discuss game balance or the future of the game, try a discussion forum.

If you'd like to respond to someone who's posted here, you should do so on their talk page.

If you're from the future, there are a couple of archives.

If you'd like to speak to an operator, please hold.

Suicide Repair

Most of the time it isn't easy to let a building reach the higher levels of decay and takes the effort of multiply zombie players. Lately as more buildings reach higher level of decay we see a raise in suicide repairs. Where survivors just spent all their AP and more to repair a long time ruined building and prepare to get eaten and revived. If suicide repairing was not what you where going for with the implemention of decay, please consider changes like:

a)Make it impossible to spent more AP on repairing than are left to this character, and probably setting a cap at 45AP as a maximum for decay.

or b)Repair only removes some part of the decay level and not all at once. Probably like tearing down barricades. --Experiment211 21:15, 13 July 2008 (BST)

Database error on the wiki

I have been getting the following message after making edits:

A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:

    (SQL query hidden)

from within function "SearchMySQL4::update". MySQL returned error "1062: Duplicate entry '20534' for key 1 (localhost)".
Retrieved from "http://wiki.urbandead.com/index.php/Category_talk:Historical_Groups"

The edits seem to be working, however. This bug just took place twice on the Historical Groups Talk/Voting page. --WanYao 11:13, 25 July 2008 (BST)

I just got one on the same page. --  AHLGTG THE END IS NIGH! 15:51, 25 July 2008 (BST)
Ditto. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:06, 25 July 2008 (BST)

Happened to me too today.--Gamestriker4 21:57, 25 July 2008 (BST)

Database error

A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:
(SQL query hidden)
from within function "". MySQL returned error "1194: Table 'searchindex' is marked as crashed and should be repaired (localhost)".

Is also appearing when searching brain rot in the Suggestions and Talk Suggestions namespaces.--Karekmaps?! 19:02, 26 July 2008 (BST)

Erg. I've had some server trouble lately, I'll take a look at it. --Kevan 12:21, 27 July 2008 (BST)
Yesterday it was still doing this... It's rare as of late, it seems-- it was happening with almost every edit for a bit there -- but it *did* happen yesterday again.... --WanYao
Just hit the same after searching for brain in images. --RosslessnessWant a Location Image? 15:21, 3 August 2008 (BST)

I've repaired the database, it should be okay now. Let me know if any error messages still creep through, though. --Kevan 10:54, 4 August 2008 (BST)

A Little Idea for Group Affiliations

I've had an idea and would like to submit it for your consideration. Would it be possible to add in the option of a URL link added to a player's group affiliation, a la the current system with the 'Real Name' links? This would be very useful for players looking to join a group and for groups looking to recruit players, especially zombie groups who lack the ability to spray-paint places without death-culting. Whilst the RN link is used by some, myself included, for recruitment, more likely than not the majority will simply not bother clicking it after the first few times they have done that on a profile have taken them to YouTube songs or Rick-rolls. A link under the group affiliation would draw more desirable attention.

There are two ways in which I could see this working: The first is to have the group affiliation act in the same way as the Real Life link, with the player choosing the URL; the second would be to have the GA act as the list of confirmed groups on the stats page does: An automatic link to the wiki page of said confirmed group. My personal belief is that the latter would be the superior option, so as to avoid abuse via unsavoury links which would undermine trust in the system (this is of course going under the assumption that you have a system which makes the links appear automatically on the stats page, rather than having to add them all in yourself of course).

Just my thought for the early morning.

Regards. --Papa Moloch 04:37, 4 August 2008 (BST)

Please make your suggestions here: Category:Current Suggestions. Seriously Moloch, you have been around long enough to know how suggestions are handled. --The Grimch U! E! 04:40, 4 August 2008 (BST)
FWIW, my personal version of 'ActOnProfile' already modifies the group name to be a link to the wiki page for that group. Its pretty handy, even if just to find out the group has no page. A fancier GM script could easily determine if the page actually exists, and not make it a link if it doesn't, which would be nice. Server side code could likely do the same thing better. SIM Core Map.png Swiers 05:02, 4 August 2008 (BST)

Copyright question

after playing Urban dead I had an idea making it into a warcraft 3 map and before I release 1: may I release a map made by maps and the same idea of urban dead and with its name/s 2: are there any requires you want? for example I could advertise for the site every 5 mins(I can have the map do that for me)I have all ready given credit to Urban dead and if you want I can give direct credit to you also—The preceding Template:Wikipedia comment was added by Undeadpope (talkcontribs) 23:42, 6 August 2008.

l2english.--xoxo 11:34, 7 August 2008 (BST)
If it's clearly presented as an unofficial fan project, and isn't making any money, then I wouldn't have a problem with it. --Kevan 11:51, 7 August 2008 (BST)

IP hits and construction

If I repair a badly damaged building (15ap etc.) Is that one IP hit or 15? --RosslessnessWant a Location Image? 10:32, 9 August 2008 (BST)

It'd be one. it's a measure of how many times you refresh the map page not ap. The only exception (as far as i'm aware) is syringe manufacture which is 20.--xoxo 03:53, 10 August 2008 (BST)
I thought i was getting more than my regular action. --RosslessnessWant a Location Image? 11:32, 10 August 2008 (BST)

Monroeville and headshot

All the high level survivors I know (about 30) have been holding out for the return of perma-death headshot with the quarantine. I see the quarantine is back, but everything still says that headshot is not permanent. Is this the case? If you're not bringing it back then you might as well close down the server or at least tell us officially. Because as currently constituted only one side can win, and though we could probably prolong things indefinitely I fail to see the point. --Babe's Ghost 03:59, 17 August 2008 (BST)

I couldn't agree more with this post. Staying alive as a member of an organized group in Monroeville is possible but it takes a large amount of coordination and effort. I fail to see the "game" part of current Monroeville on the survivor side, something permanent headshot would bring to the table. If balance is an issue, I'm sure the zombie side would love to have non-curable Infectious Bite. --Calem 10:09, 17 August 2008 (BST)
The evidence of the most recent opening of Monroeville suggests that it takes about 6 weeks for the city to go from totally survivor-dominated to totally destroyed with the survivors on the run and hiding in the wreckage. Therefore, it seems to me that the most fun and interesting way to do it would be to run Monroeville in cycles. Every five to six weeks or so switch the rules to give one side or the other the advantage. So, having now had an extened Zombie Friendly period of time, you allow the Survivors to have their turn for a month and a half with closed borders and "permanent" (until the next cycle) headshot. Then re-open it to new admissions with the usual "Zombies stand back up" rules for a month and a half, then close it again and so on and so forth. That way, both sides always have something to look forward to and there's always something to plan for. Frankly, this solution still favors the Zombies somewhat in that a dead Survivor still never gets a chance to come back to life, but its significantly more fair than the current situation where Survivors can never repair a building for more than a couple of days before getting buried under a tide of zombies. While that may accurately reflect the desperate conditions of the later Dead movies and some of the supporting fiction, its not much fun to be a Survivor under these circumstances, and this is a game. --jng2058 12:54, 17 August 2008 (BST)
Agreed. Right now Monroeville is only a game of attrition with an inevitable (tedious) end. Maybe that's in keeping with Romero's cannon, but it puts survivors in an unwinnable position and leaves the zombies without enough challenge to stave off boredom. If the game's going to be left open, then since zombies are in the advantage right now (by 4:1) why not restore headshot and see what happens? CoopVancer 21:34, 17 August 2008 (BST)
Yes, your reading is correct that perma-headshot isn't returning.--Kevan 16:59, 18 August 2008 (BST)