User talk:Bob Moncrief: Difference between revisions

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:Yeah, the lack of fun was something I didn't think of (other than the fun of trying to hunt down squares before they overgrow). Is there a better way to select which parts of the map are less used/better to eliminate? {{User:Bob Moncrief/Sig}} 17:58, 7 September 2013 (BST)
:Yeah, the lack of fun was something I didn't think of (other than the fun of trying to hunt down squares before they overgrow). Is there a better way to select which parts of the map are less used/better to eliminate? {{User:Bob Moncrief/Sig}} 17:58, 7 September 2013 (BST)
::There's actually a LOT which is bad about this suggestion. As a player who's made it a point of abusing mechanics to grief others (the Fryerbank Promised Land, for instance), this suggestion is basically one big grief-garden. You could effectively isolate parts of the city from the outside, make islands into impenetrable areas for you and your friends, and grief zombies up the wazoo (particularly since they can't de-growth anything with any efficiency). Shrinking the map is a tricky proposition, and this Shartak-esque idea is not the way to do it. --{{User:DT/Signature}} 18:03, 7 September 2013 (BST)
::There's actually a LOT which is bad about this suggestion. As a player who's made it a point of abusing mechanics to grief others (the Fryerbank Promised Land, for instance), this suggestion is basically one big grief-garden. You could effectively isolate parts of the city from the outside, make islands into impenetrable areas for you and your friends, and grief zombies up the wazoo (particularly since they can't de-growth anything with any efficiency). Shrinking the map is a tricky proposition, and this Shartak-esque idea is not the way to do it. --{{User:DT/Signature}} 18:03, 7 September 2013 (BST)
:::I had a similar idea except that overgrown parks would be treated like dark buildings. Good for people that get stuck outdoors due to overcading and good for people that otherwise want more places to hide, but does nothing to make the play area smaller. It would make it bigger. I'm not sure there's a good way to shrink the map. Probably better to do something that helps player cope with a smaller population, like increase AP gen rate or across-the-board improved attack rate percentages. Failing that, I'd say convert outlaying NTs (perhaps other TRPs as well) into normal buildings. Without resources, certain areas would become true ghost towns, and populations would be forced to cluster in order to thrive. ~[[Image:Vsig.png|link=User:Vapor]] <sub>01:39, 8 September 2013 (UTC)</sub>

Revision as of 00:39, 8 September 2013

Please post new messages at the bottom of the page, or click here
For my talk archives, see User:Bob Moncrief/Talk Archive.

Zerging

Hello Bob, i am a victim of zerging and i was wondering who i could report this to, i'm stationed around a Necrotech building and am seeing 4 or more zombies with the same realname and nearly sequential Id's indicating they were created around the same time. i just want to know how to get in contact with the person i should be reporting this to. Thanks! User:Fred Fuchs

Responded on your talk page. Bob Moncrief EBDW! 03:46, 4 July 2013 (BST)
Ok, Thank you Bob! User:Fred Fuchs

Thanks for your kindness

Thanks for welcoming me, Bob. I'm new here in the wiki as in the game, but I love to explore all possibilities. I've seen a problem with the inventory scripts. They don't recognize the Sat. Phone. Is there any script that works with the DSS Sat. Phone? --Manu alias Mapache T MCDU 12:39, 9 July 2013 (BST)

Responded on your talk page. Bob Moncrief EBDW! 04:24, 9 July 2013 (BST)

Thanks

For fixing the Yagoton page! :)--Aphaythea 01:34, 21 July 2013 (BST)

Certainly! It's part of my role as sysop :) Bob Moncrief EBDW! 01:38, 21 July 2013 (BST)

Thanks for the welcome!

Greatly appreciated the warm welcome, Bob. I was starting to wonder if I was the only player in the quarantined world playing UD -- almost all the "news" I found seemed like from years ago. I managed to stumble around for a few days now and things are starting to make more sense...  ;-) --Garrob 06:50, 30 July 2013 (BST)

Yeah, the owner of the game has been pretty sparse on updates, but the in-game and on-wiki communities are still pretty active. Glad to be of help! Bob Moncrief EBDW! 14:38, 30 July 2013 (BST)

MediaWiki question

Hi Bob, thanks for the welcome. Happy Much appreciated.

One question you might be able to help me with: I'm working on a new map project for the RRF (similar in concept to the MOB map) and I was a bit surprised to find that our install of MediaWiki doesn't appear to have the ParserFunctions extension enabled. It would certainly be handy for the project I'm working on (and elsewhere, judging by some of the workarounds I've seen). Any idea if this is something we might consider enabling on our wiki, and if so how to go about that? Thanks in advance! --Rick Dulton 06:06, 5 August 2013 (BST)

Kevan has pretty much decline requests to install parser functions due to the server strain they cause. ~Vsig.png 07:21, 5 August 2013 (UTC)
Thanks Vapor. That's a shame, but thanks for the links - useful background. --Rick Dulton 08:02, 5 August 2013 (BST)
Thanks Vapor! Not something I knew about myself. Bob Moncrief EBDW! 13:27, 5 August 2013 (BST)
No problem. There aren't too many problems that can't be worked around using some form of wiki magic. Math functions would be nice and would enable us to do more of the "random" stuff (ie random featured page) much easier. I suppose an argument could be made that there are a lot fewer editors these days so the problems that were brought up 3 years ago wouldn't be as bad as described. Still, we already see significant server load problems due to danger reporting. If a parser function were to be used in any of those templates, we'd most definitely see more problems. ~Vsig.png 16:01, 5 August 2013 (UTC)
Also the MOB Map is a variant on my old RRF DoHS maps as it turns out. What specifically do you need it able to do? I could probably work out a way to do it without parser functions. --Karekmaps 2.0?! 03:50, 6 August 2013 (BST)
To be pedantic for the sake of being pedantic, the MOB map is actually a variant of the barricade plan that I originally designed and that Rooster implemented while you were inactive for a awhile, and it appears to function a bit differently than yours (though yours does predate the revamped barricade plans by over a year), since yours has suburb-specific data in both the calling and receiving templates, whereas the barricade plans/MOB map/BB4 map/whatever else don't have any suburb-specific data in the receiving template. And I have no idea why I'm explaining this to you, since you already know it. I'm going to bed. Aichon 08:15, 6 August 2013 (BST)
I'm aware and the new mob locator functions differently too because of stuff from the omega maps which made it clear I had to think of a better way. I just never got around to implementing it in anything but the mob map. As it turns out I've been pretty much involved in every complex custom map in some way or another with the exception of the original Suburb map (and the SIM Map as it turns out), Rooster used quite a bit of my works and tweaked, updated, and improved on them. Such as the older Status Maps. The big bash maps were actually attempts to duplicate the function of the DoHS maps. --Karekmaps 2.0?! 23:12, 6 August 2013 (BST)
Yeah, I really liked what you did with the city map for MOB. Very slick. I've been meaning to make a version of the {{TenTenMap}} that uses suburb names instead of numbers after seeing you do it there, that way it can automatically update using something like {{BB4suburb}}, rather than having to be updated by hand. The suburb-level map for BB4 already automates that process using BB4suburb, and while the MOB Locator's suburb-level map could be configured to do the same, we didn't do that since we wanted to maintain the ability to update individual blocks in the suburb, which can't be done easily if we're keeping things generic and automated (though I suppose we could provide a mechanism for overrides of the automated data...hmm...). Aichon 23:21, 6 August 2013 (BST)
In theory that could be done with two very complex variable calls but someone would have to make a default variables set template for each suburb individually then replace a {{{{{{1}}}|default colors}}} set. The theory being that the {{{1}}} would be repaced with the called {{{1|BlockName}}} from the second variable. It's been a while but that should be doable, if not in that exact method, and it would make each suburb have custom location block calls so you just then enter the name of the location that's the danger zone. It'll probably have to be a little more complex in practice but hopefully that gets across the gist of the concept. --Karekmaps 2.0?! 04:37, 7 August 2013 (BST)

Hey

I hope im doing these right but thanks for the heads up on my page :) --ShotgunMickey 00:05, 11 August 2013 (BST)ShotgunMickey

Sure thing! Bob Moncrief EBDW! 16:53, 11 August 2013 (BST)

GroupMap

Hey Bob. I made a slight asthetic change to your GroupMap. I hope you don't mind. Feel free to revert it if you'd rather I didn't go mucking around in your userspace. BTW I might be able to helpnsomewhat with GSGM but haven't signed up or anything since I don't know when or how much work I can contribute. I'll probably just like jump in and do stuff from time to time. Cheers. ~Vsig.png 02:10, 17 August 2013 (UTC)

I actually think that edit is great for making it less eyeball-breaking. (Still on the wikicode learning curve myself; so do "muck around in my userspace" anytime!) And feel free to put yourself on the volunteer page; it's not like we'll be assigning people work, but it means I'll know to send you a reminder message once we start with the data-mining process, probably sometime in early-to-mid September. Thanks! Bob Moncrief EBDW! 14:41, 17 August 2013 (BST)

NWO Religious Affiliation

I was wondering if it was ok if I made The Taoist Temple NWOs official religious affiliation. Then we could designate St. Mark's Cathedral for an official Taoist temple. Not sure what you think, but it could be cool. -.- 03:22, 23 August 2013 (BST)

Ooh that sounds cool! I'd be a big fan. Unfortunately my MTT character (Bob Moncrief) is inactive for the duration of BB4, but once that ends I'll see if I can swing by for a religious retreat ^_^ Bob Moncrief EBDW! 04:57, 23 August 2013 (BST)
That's fine, any requests? I can't do much except help repair it, keep an eye on it and say that my group pays visits to the temple. Publicity would be in your court. Otherwise, I'll play it by ear. -.- 12:57, 23 August 2013 (BST)
see you soon--User:Sexualharrison04:57, 24 August 2013

This will have to wait bob. -.- 00:12, 27 August 2013 (BST)

hahaha!nice idea cyber,lol.Rayne is now an official follower of your religion Bob :D--PayneTrain(NWO/FU) 17:08, 27 August 2013 (BST)
That's fine. Like I said, I probably can't do anything regarding it until BB4 is over (which should be around the start of October). Bob Moncrief EBDW! 21:04, 27 August 2013 (BST)

Congrats (now get to killin')

Hey Bob, congrats on the crat election. You'll be a fine crat. There's just one little thing. UD has this tradition thing going for it, and has had a PKer in the wiki crat seat for last several years now. There was a brief time when it was boxy and Ross, but not for long. Now I know Ross, and Ross is no PKer. Oh we've tried, but he just isn't all that into it. So here's the thing. You've got to start PKing. Now there's not an over-abundance of PKer groups left in the game, but most of the ones we've got are fine establishments. You've got Cobra, FOD, JRC, NWO (HA!), Org13 (not sure if they're still around) and PK. You could also go the solo PKer route. Not being a PKer just isn't an option, I'm afraid. You wouldn't want to break tradition, would you? ~Vsig.png 23:41, 2 September 2013 (UTC)

Well, right now I'm running two characters, one a zombie (with BB4) and one currently an independent zombie, but would be a PKer if revived. Now if only you can find her... Bob Moncrief EBDW! 00:27, 3 September 2013 (BST)
Now Bob, Malton's a big city. And there's flotsam to cull, knowledge to praise and cobras to hail. Might that it would be better if you found one of us. We'd all be more than willing to pump you full of some of the good stuff, pick you up, dust you off, shove a pistol in your hand and point you towards some deserving target. Least meet us half way, eh? Does this killer-in-waiting have a name? ~Vsig.png 00:55, 3 September 2013 (UTC)
We'll see what happens after BB4 - I'm probably making an alts page after then. 'Til then I'm keeping my cards close XD Bob Moncrief EBDW! 00:58, 3 September 2013 (BST)
Fair enough. Malton's not going anywhere so what's a mere month. Oh, nearly forgot. A little birdie tells me a certain group Rando loving lunatics may be resurfacing soon, should that be more your style. Congrats again on crathood. ~Vsig.png 01:12, 3 September 2013 (UTC)
And thanks again for the well wishes! Bob Moncrief EBDW! 01:34, 3 September 2013 (BST)

Thanks!

Thanks for the warm welcome! Have played this game for a while and happy to finally be able to contribute to the story. Kyle Matrix —The preceding unsigned comment was added by Kyle Matrix (talkcontribs) at an unknown time.

Editing a game description'

Hey Bob, was wondering if there was any way to change the info in game. Specifically the description of the Gready Building as viewed by a character from outside that states the building has a "collapsed roof" which we would have "fixed" since we moved in a while ago. Just wondering.

--Kyle Matrix 22:08, 5 September 2013 (BST)

Not within UD itself. Best you could do would be to write a Greasemonkey script that changes in-game descriptions for yourself, but it would have no global effect on any other player but those who use the script. -- Spiderzed 22:50, 5 September 2013 (BST)
Spiderzed is right, there is no easy way to fix/change any of the in-game text (aside from something like tagging, which is intentionally changeable). Bob Moncrief EBDW! 23:53, 5 September 2013 (BST)

Thanks!

Thanks both for being kind with the welcoming and for the constructive criticism, bob. I have removed my suggestion User:Jebediah Gibbs Jr. —The preceding unsigned comment was added by Jebediah Gibbs Jr. (talkcontribs) at an unknown time.

Sure thing! Responded further on your talk page. Bob Moncrief EBDW! 15:00, 7 September 2013 (BST)

Overgrown

It's just an AP sink that doesn't lead to more fun results, and makes navigating outside more annoying. In addition, it would hurt zombies more than survivors, being required to move more outside than inside and then not even being able to hack down the weeds. I wouldn't submit it, not as it is. -- Spiderzed 17:50, 7 September 2013 (BST)

Yeah, the lack of fun was something I didn't think of (other than the fun of trying to hunt down squares before they overgrow). Is there a better way to select which parts of the map are less used/better to eliminate? Bob Moncrief EBDW! 17:58, 7 September 2013 (BST)
There's actually a LOT which is bad about this suggestion. As a player who's made it a point of abusing mechanics to grief others (the Fryerbank Promised Land, for instance), this suggestion is basically one big grief-garden. You could effectively isolate parts of the city from the outside, make islands into impenetrable areas for you and your friends, and grief zombies up the wazoo (particularly since they can't de-growth anything with any efficiency). Shrinking the map is a tricky proposition, and this Shartak-esque idea is not the way to do it. --DTPraise KnowledgePK 18:03, 7 September 2013 (BST)
I had a similar idea except that overgrown parks would be treated like dark buildings. Good for people that get stuck outdoors due to overcading and good for people that otherwise want more places to hide, but does nothing to make the play area smaller. It would make it bigger. I'm not sure there's a good way to shrink the map. Probably better to do something that helps player cope with a smaller population, like increase AP gen rate or across-the-board improved attack rate percentages. Failing that, I'd say convert outlaying NTs (perhaps other TRPs as well) into normal buildings. Without resources, certain areas would become true ghost towns, and populations would be forced to cluster in order to thrive. ~Vsig.png 01:39, 8 September 2013 (UTC)