Talk:Science skills: Difference between revisions
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==Diagnosis doesn't work!!! == | ==Diagnosis doesn't work!!! == | ||
It shoulddisplay players HPs next to their names. Well, it doesn't. Any hints? {{ | It shoulddisplay players HPs next to their names. Well, it doesn't. Any hints? <small>—The preceding {{wikipedia|Wikipedia:Signatures|unsigned}} comment was added by [[User:Pamejudd|Pamejudd]] ([[User talk:Pamejudd|talk]] • [[Special:Contributions/Pamejudd|contribs]]) 18:40, December 14, 2010.</small> | ||
:You aren't logged into a character that has diagnosis OR you're inside a [[dark]] building OR you're outside a dark building (known bug) OR you just stood up (known bug) OR it's a [[Bug Reports|unknown bug]]. --{{User:TripleU/Sig}} 04:11, 15 December 2010 (UTC) | :You aren't logged into a character that has diagnosis OR you're inside a [[dark]] building OR you're outside a dark building (known bug) OR you just stood up (known bug) OR it's a [[Bug Reports|unknown bug]]. --{{User:TripleU/Sig}} 04:11, 15 December 2010 (UTC) | ||
::You had it on the first guess. [[UDWiki:General_Discussion#Where.27s_my_.22diagnosis.22_skill.3F|see here]]. {{User:Vapor/sig}} 05:50, 15 December 2010 (UTC) | ::You had it on the first guess. [[UDWiki:General_Discussion#Where.27s_my_.22diagnosis.22_skill.3F|see here]]. {{User:Vapor/sig}} 05:50, 15 December 2010 (UTC) |
Revision as of 22:15, 19 May 2011
I think we should warn survivors about the dangers of science. --Faceface 00:30, 23 Sep 2005 (BST)
- In what sense? The lameness from the POV of levelling up? That's kinda covered at skills and a little bit at Guides:Scientist. Or do you mean "the dangers of science" according to Hollywood or Creationists or some other group of fantasists? --Morlock 00:50, 23 Sep 2005 (BST)
I've heard people say that Brain Rot zombies are "harder" to DNA scan than non-BR zombies. But I sat in a square with a single zombie and a DNA scanner trying to read it for a dozen AP's and got nowhere. Are we sure that BR zombies can be scanned at all? Is there a percentage chance of success published somewhere in the wiki? --MoonLayHidden 08:24, 8 Jan 2006 (GMT)
- They can be scanned, but it's only about a twenty percent chance. --Stroth 06:33, 19 Jan 2006 (GMT)
- They can be scanned now. -- Angela 15:54, 2 April 2006 (BST)
NecroNet Access Discussion
Something I've wondered about: how much AP does it cost to use NecroNet Access to revive a rotter? Along the same lines, can you use NecroNet Access to indiscrimiantely revive a mob, rotters, non-rotters and all? --Kenny Matthews 06:41, 16 June 2006 (BST)
Okay, Here's a question, can the new skill be used to reverse brain rot? Because that's what it seems to be saying. --Stroth 06:33, 19 Jan 2006 (GMT)
- Only in powered NT buildings by NTs with NecroNet Access. --Martin Odum 06:42, 19 Jan 2006 (GMT)
- But how does that even work? If the zombie is inside the building, you can cure/temporarily reverse his Brain Rot? How often does that happen? Could you thus make it so that any zombie inside a powered NT Building can be revived, even if they have Brain Rot, then?That seems odd, what with barricades and all. --MorthBabid 07:34, 19 Jan 2006 (GMT)
- This is a picture of the new NecroTech Access interface. The center building is the Whitlock Build, the Necrotech building at which this sample was taken. As you can see the skill displays a 4 block radius around the NT building.
- Also concerning the revival of rotters at NT building that means that camping inside the building after devouring a whole NT building is ill-advisable for hordes because people or a person with enough syringes, and a single generator and fuel can combat revive the whole horde regardless of rotters. --Matthew Stewart 17:16, 19 Jan 2006 (GMT)
- Linked to the photo on main page. Its a 9x9 display with the NT building you're in always at the middle. Also the whole Brain Rot thing has yet to be proven. Edited that as well. --MorthBabid 03:07, 20 Jan 2006 (GMT)
- I am currently dead and it says under the brain rot description "Brain Rot (Zombie is harder to DNA-scan, and can only be revivified in a powered NT building using NecroNet access.)" --TheBigT 23:25, 20 Jan 2006 (GMT)
Question, is that 20 AP to make a syringe actually useful beyond taking the element of chance out? I knew the find rate was lowered, but to below 5%?
- The chance of finding something in a Necrotech building is 20%. The chance of the item being a syringe is approximately 25%. This works out to a compound chance of 5% of finding a syringe, so using the skill does not affect your average number of syringes per AP. What it does do is save time and server hits, as well as eliminate the chance of bad (and good) streaks. - Dashiva 18:41, 19 Jan 2006 (GMT)
- This wiki anyway says that the chance of getting a syringe is 6%. If the chance is above 5% it will always be better (in the long run) to search instead of making syringes. And, even if it's 5%, searching you won't need the generator/fuel and you may also find something (else) of useful. Spending 20 APs may be good if you need to be sure that you'll have a syringe ready (e.g. you have somebody that you want to revive soon.) -- Danjar 00:46, 26 Jan 2006 (GMT)
- If you check the actual search odds page, you'll see the 6% figure is drawn from a small amount of data (accuracy rating: poor). It also proclaims a 24% chance of finding items instead of the generally accepted 20%, further emphasizing the lack of reliability. As for finding something else useful, by the time you get Necronet Access you will have found dozens of GPS units and DNA extractors, and more books than you would ever want to read. For an advanced necrotech, there simply are no other useful items to find. It is correct you need a powered generator to use the skill, but once the generator is in place there are no real benefits to searching manually. - Dashiva 23:34, 29 Jan 2006 (GMT)
- This wiki anyway says that the chance of getting a syringe is 6%. If the chance is above 5% it will always be better (in the long run) to search instead of making syringes. And, even if it's 5%, searching you won't need the generator/fuel and you may also find something (else) of useful. Spending 20 APs may be good if you need to be sure that you'll have a syringe ready (e.g. you have somebody that you want to revive soon.) -- Danjar 00:46, 26 Jan 2006 (GMT)
Wow, all of a sudden, the Necronet makes such things as the Zombie Tracker that much easier for people to update - assuming, of course, the NT players log zombies fast and furiously... -- Odd Starter talk | Mod 04:16, 20 Jan 2006 (GMT)
- Yeah, now scanning zombies actually generates a useful result besides simply getting XP. --Matthew Stewart 05:13, 20 Jan 2006 (GMT)
I have a screenshot of reviving a Brain Rotted Zombie. Do we need one? --Tetrahedron 02:49, 30 Jan 2006 (GMT)
How is the map of specimens useful? I want to know if someone is a brainrotter, and I cannot DNA extract them because 'they have already been extracted from' and I don't get to know anything at all from them. --Ev933n 22:39, 20 March 2006 (GMT)
Questions, do you need a syringe to revive a zombie within a powered Necrotech building or does the building's equipment let you revive for "free"? Can non-brain rotted zombies be revived using the building's equipment? Does it still cost 20AP?
NecroNet Access: Flavour Text for Revivification of a Brain Rotter
Found one in an accordingly equipped Necrotech Building and had to try it out:
- Green LEDs flash along the side of the syringe as it connects to the wireless NecroNet - you push the needle into the back of the zombie's neck and pump the glittering serum into its corrupted brain and spinal cord.
- There is a thin pneumatic hiss, and the zombie staggers forward, limbs shuddering, before slumping onto the tiled floor as if dead. ________'s skin shivers for a moment, and the contents of the syringe begin their slow, molecular work.
Not sure if that interested anyone, but I figured I'd note it here. Obviously, no difference in the second paragraph, but the first, you gotta admit, is interesting. -pinkgothic 02:35, 5 Feb 2006 (GMT)
Aah, finally. I haven't seen that text yet, or ever been in the same building as a brain rotter revive. BuncyTheFrog 18:33, 13 Feb 2006 (GMT)
Separate pages for indivdual skills?
This page links to itself a couple times via a redirect at NecroNet Access. Is a page in the works, or should the self-links just be removed? Dan 23:43, 16 March 2006 (GMT)
IP Hits, Truth or Myth?
Up until now, I always heard that you still recieve 20 IP hits when you generate a syringe. But the wiki says differently. Has anyone actually proved it? Same goes with 10 AP reviving and 2 AP walking for zombies (though thats not related here) --Fireswordfight 19:01, 2 April 2006 (BST)
- This is not official, but my personal experience says that it costs 20AP and 20 server hits. I've manufactured a syringe and suddenly run out of server hits, even though I hadn't seen the 10 server hits warning yet. -- Voota 02:01, 3 April 2006
- Hmm, that makes sense to me, since other wise a person could have quite a few accounts, generating syringes. I guess this goes for all multi-AP costing actions, such as standing up, walking without lurching gaits, using syringes etc. But this leads me to another question, do you carry over IP hits? If I recieved a warning that I had 1 IP hit left, and i use the manufacture thingy (which i have done before), would I have 19 less IP hits for the next day? --Fireswordfight 21:30, 5 April 2006 (BST)
Diagnosis doesn't work!!!
It shoulddisplay players HPs next to their names. Well, it doesn't. Any hints? —The preceding Template:Wikipedia comment was added by Pamejudd (talk • contribs) 18:40, December 14, 2010.
- You aren't logged into a character that has diagnosis OR you're inside a dark building OR you're outside a dark building (known bug) OR you just stood up (known bug) OR it's a unknown bug. --VVV RPMBG 04:11, 15 December 2010 (UTC)
- You had it on the first guess. see here. ~ 05:50, 15 December 2010 (UTC)