Guides/Review

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This page is for the community review of new guides. This is so the Guides page does not get filled up with nonsensical guides (like it was at one point,) and that there is a minimum standard of quality on the Guides page. Guides which pass this review have a template added to the page ({{GuideReviewed}}) and featured guides will have {{FeaturedGuide}} added to the page. Guides which do not pass a community review will not be added to the Guides page, but may still carry [[Category:Guides]]. This is so that guides that are deemed good and worthy by the community are easily findable by newer players, while less accurate guides can still be found, but aren't presented as prominently.

Guides are reviewed through a voting process. There are three eligible votes:

  • Support - to indicate support for the guide's inclusion on the page
  • Abstain - to not formally vote, but still offer input on the discussion
  • Against - to indicate disapproval for the guide's inclusion on the page

After two weeks, the votes will be tallied.

  • A guide which has more than 75% Support will be placed at a "Featured Guides" section at the top of the guides page
  • A guide which has more than 50% Support will be placed on the page, in the appropriate section (survivor, zombie, or player killer.)
  • A guide which has less than or equal to 50% Support will not be placed on the page
  • Guides which don't attract any votes will not be placed on the page

General criteria which should be considered before a guide is included on the page are:

  1. Formatting - There must be no obvious formatting errors in the text. The guide must work in all major browsers
  2. Accuracy - The guide must be accurate
  3. Clarity - The guide must be easy to read, with no obvious spelling or grammar errors.

If you are writing a guide and want feedback before taking it to review, please read the Developing Guides page.

Please note that neutrality and civility are not requirements.

Voting

Please add {{Guidesvoting}} on the guide before nominating it. Please inform the author if they are still active and can easily be found.

Shameless advertising for this discussion Linkthewindow  Talk  14:20, 19 July 2009 (BST)

There are no guides currently under voting.

Recent Nominations

The Feral Movement

- DevOhm 13:35, 5 January 2010 (UTC)

For

  1. Author vote. Hope it reads well. - DevOhm 13:35, 5 January 2010 (UTC)

Against

Abstain


User:Winman1/Why zombies have an advantage

--Winman1 00:35, 6 December 2009 (UTC)

For

  1. I'm voting for my own guide--Winman1 00:39, 6 December 2009 (UTC)
  2. I vote in favor of the guide. While it has its flaws, it is pointing out numerous problems.
Starting out is really a misnomer. The proper term should be "Get dumped in the middle of nowhere and get eaten alive." Starting out with few supplies and few abilities, if you are put into an area where there are any zombies looking around, there's a very good chance you're going to die. Overcading prevents people from getting into buildings where they'd be safe, but the cades are put in place as a response to zombie attacks in order to protect resource spots. While a person could, hypothetically, check in every 30 minutes to see if their light barricades have been torn down (the zombie of course being generous enough to wait about taking action until the survivor has had an opportunity to respond), it's not realistic. People have lives, and can't spend all their time constantly checking up. Very high barricades are put in place because one good series of attacks would allow zombies to breach a building, and since no one starts with the ability to fortify a base of operations at level 1, death is a very likely outcome. If you're lucky enough to find yourself in a reclaimed suburb, you've got a chance, but with as many zombies as there are, you're more likely to end up eaten. Zombies, meanwhile, don't really have that much to be concerned about. Zombies aren't hunted because no matter what the survivors manage to do, the zombie just stands back up and continues attacking. Headshot is shrugged off easily enough, even at lower levels. Survivors cade up buildings because barricaded buildings are their only safe refuge. Zombies don't need refuge. They just need someone to eat.
The breakdown between Zombies and Survivors based on numbers is a major point as well, and he's correct. Simply looking at the numbers doesn't show anything. Zombies love to get revived so they can do some scouting and report back to others or just get inside a barricaded building and cause destruction. Death Cultists and PKers are a major thorn in survivors' sides. Anyone who's been hacked to death by a Death Cultist can attest to that.
As for the Nerfing, I'd say he's wrong about speech, as it's been indicated that there is a reason of practicality behind it. Revivification cost is one that he does have right. When the amount of AP expended to make and administer a syringe is the same amount as the AP cost to load and fire 10 shotgun shells, there is a major disparity. I can understand the reasoning behind it - "balance." If it only cost a reasonable amount of AP to revive someone, then survivors would "be too powerful" (in other words, have a chance at surviving). But consider the difference between a survivor and a zombie - it costs 20 AP to revive a survivor (finding or making a syringe and administering it), more AP to cure infection and bring the survivor to full health, and even then, the survivor must still collect weapons and ammo. All a zombie need do is stand up and he's at full health, with the highest possible cost to stand up being only 15AP, as opposed to the (at the very least) 23AP to get a Survivor back to that state. The Large Building argument I'll not bother with. It's better that buildings be realistic, but even inside of malls, barricades could be formed in real life (benches blocking walkways and such). Ruin is the biggest disparity. One zombie can break into a building, infect everyone in it, and destroy a generator, leaving plenty of time for other zombies to get inside and make the building unholdable because, unlike zombies, survivors have to gather ammo to have effective weapons. That means that unless a lone zombie breaks into a gun show, it can force out multiple survivors, and then ruin the building and camp to prevent it being fixed. Dakerstown is a perfect example, where metagaming Extinction organizes attacks and then camps the ruins. Survivors can't force them out because of number disparity (not to mention lack of ammo), so even if they do finally manage it, the AP cost to repair leaves them unable to fix it and have any hope of surviving. There's also the fact that a survivor running into a ruin gets them injured, but a zombie jumping to the outside of a ruin deals no damage. Free Running ends up making it MORE likely that you'll be easy prey for zombies if there's a ruin around, and why? Because apparently, ruining the inside of a building makes it impossible for a person to get inside AND makes it almost certain they'll break their leg falling to the ground outside.
The zombie apologists can complain about "Cades" as much as they want, but when close to half of all suburbs are either Very Dangerous or Ghost Towns, both starting-off survivors and even veteran survivors have little chance of cades holding for more than a few hours. You want balance? Give survivors the ability to tackle a zombie out the door for an HP penalty. That would give survivors a fighting chance. Franklin Castle 17:50, 11 December 2009 (UTC)
tl;dr pl0x? Also do not talk about Extinction being an effective horde given their track record -- Emot-argh.gif 18:22, 11 December 2009 (UTC)
You do know how rare it is for zombies to control more than half the map? On one of my medic-scouts the other day, I wandered outside to find some people who got locked out. There were four people standing outside in a 3x3 block radius, all of whom were at full health. And this isn't the first time I've run into these. I've seen countless green suburbs with a complete total of 0 zombies, including ones at revive points. Yellow/orange suburbs are more often than not far easier to get into, and make up the majority of the map. Zombies mean that cades will less likely be at EHB 24/7. Zombies mean people to heal, zombies to kill, DNA extract, revive. A zombie spawning anywhere is screwed unless they join up with a horde or manage to get lucky enough to find opened buildings until midgame. Also, this is a zombie apocalypse. The survivors aren't supposed to have a fighting chance. They should never outnumber the zombies. Human on human conflict is the center of anything in the zombie genre that is worth its salt. RinKou 21:53, 11 December 2009 (UTC)

Against

  1. Most of your points are either heavily opinionated, based off of personal experience, or rely on fallicious logic. The article reads as an anti-zombie rant; it bears little resemblance to a guide.--~ Red Hawk One Talk | space for lease 00:54, 6 December 2009 (UTC)
  2. Giant fucking against. Are we playing the same game? We're coming to get you, Barbara 00:56, 6 December 2009 (UTC)
  3. Holy shit man, no offense, but wow. Ruins are an advantage to Zombies? Make it so you can't freerun out of them and MAYBE they might actually be worth creating. I could go on, but damn, just no.-- | T | BALLS! | 01:02 6 December 2009(BST)
  4. No way. The logic is off, the arguments are incorrect, and it would only serve to misdirect new players. Aichon 01:26, 6 December 2009 (UTC)
  5. How is this even a guide?. True zombies start out with Vigour Mortis, and they are able to attack barricades, but how can they get inside without memories of life? This "guide" is just terrible.--Zaphord 01:56, 6 December 2009 (UTC)
  6. Wow, this guy has absolutely no idea what he's talking about. You know, saying "Yes I have had a zombie character" doesn't support your anti-zombie screed when it's clear from what you say that you have never had a functioning zombie character. Spending an hour or two undead while your trenchy ass shambles over to the revive point doesn't count. You don't know that without Memories of Life, a zombie isn't getting into a building? You haven't noticed actual hit rates on barricades? You think a 100% accurate autokill strike is too expensive at 10 AP plus using up its item? The next time a zombie Winman1 complains about unfairness, you know they're he's lying. --Mold 01:58, 6 December 2009 (UTC)
  7. This moron's guides are worse than his ideas. Now we know where he gets all his crappy suggestions from: He has no understanding of how Urban Dead functions! Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:56, 6 December 2009 (UTC)
  8. Your guide should fix its grievous errors before being resubmitted. You're going to want to use User:Winman1/Why survivors have a slight advantage, I think. --Bob Boberton TF / DW Littlemudkipsig.gif 04:00, 6 December 2009 (BST)
  9. -- SA 04:48, 6 December 2009 (UTC)
  10. lmao Cyberbob  Talk  05:02, 6 December 2009 (UTC)
  11. ~facepalm~ As above. --Maverick Talk - OBR Praise Knowledge! 404 06:08, 6 December 2009 (UTC)
  12. MASSIVE FUCKING AGAINST --DANCEDANCEREVOLUTION-- 06:15, 6 December 2009 (UTC)
  13. Apart from ignoring or misinterpreting a large number of things.. where is the guide material? What does this teach me and my character about the game that will help me? I don't think of this as a guide, rather an analysis, and a poor one at that. - User:Whitehouse 11:48, 6 December 2009 (UTC)
  14. It's not such a bad read. From the comments above I was expecting something far worse. But it's not really a guide either.--GANG Giles Sednik CAPD 13:00, 6 December 2009 (UTC)
  15. Rubbish.-- Adward  15:15, 6 December 2009 (UTC)
  16. Interesting.. but not a guide. --Janus talk 15:53, 6 December 2009 (UTC)
  17. Not a guide. -- Papa Jadkor (RRF) (MotA) (MT11) 17:16, 6 December 2009 (UTC)
  18. Im not going to take "strategy" advice from someone who can't even spell it. Also see talk page on that for my personal thoughts. -- Emot-argh.gif 18:16, 6 December 2009 (UTC)
  19. You again?
    • "Zombie characters say that survivors have more advantages than them." - No, zombie characters do not say this, it's impossible to say in Death Rattle.
    • "Zombies start the game with Vigour Mortis which gives them the ability to start getting xp with no trouble." - Massive advantage.... because there are no survivor characters with the ability to gain XP straight away....
    • "Yes I have had a zombie character" - But have obviously never had a clue.
    • "Survivors have to find a reliably vsb building to hide in when they start the game." - Rubbish, there is no imperative at all to do this. Understand HIPS before you even think of making a response to this point. You also conveniently forget about the Scout class here.
    • "In addition, they must acquire free running before they can find ammunition or useful supplies" - Again forgetting about Scouts... Also, who's fault is it that all the malls are stupidly heavily barricaded? Would that be survivors? And are there no police departments, fire stations and hospitals at VSB? If there aren't, how did my survivors ever level?
    • "When I started an account as..." - Thank you for telling us that you're an idiot with no idea about how to play this game, but we already knew that. The private class is the easiest character to start and level with. On average I manage 18 levels with such a character in one month of playing, a zombie would be lucky to get a quarter of that XP in the same play conditions.
    • "A lot of zombies say that there are more survivors than zombies." - Nope, still can't say this as a zombie, not possible.
    • "I have a theory that at least 5% of survivor characters actually fight against survivors." - Your theory is wrong. It just is. But would you care to show your working at least? Tell me what numbers you crunched using your mere months of game experience to arrive at a nice round 5%?
    • "The majority of pkers are people that kill survivors." - As the term is used in this game all PKers kill survivors...
    • "survivors are also plagued by gkers whom destroy a survivor's most important resource, generators" - Generators are not a survivor's most important resource, needles are.
    • "Survivor speech was limited to 50 people. This messed up communication in crowded places" - Zombies did this to hurt survivors? I'm quite sure I remember it getting changed to save server load and stop the game actually breaking down.
    • "Revives cost 10AP. This gave zombies an advantage in situations where survivors need to revive large number of people. Most significantly in mall sieges zombies got an advantage from the increased AP cost of revives" - What a logical and well thought out idea... neatly avoiding the AP advantage of barricades...
    • "Large were fused buildings. Before, each block of a large structure was considered an independent structure. After this, once zombies break into one part of a large building such as a mall, the entire place is doomed." - What a hideous update that was, completely unrealistic. When I go to the mall I often have to go outside and around to get to another store. This is why malls are excellent military buildings that are often fortified in times of war...
    • "Now, you have to get rid of all zombies in a building to be able to barricade/repair it." - Neatly omitting that zombies have to remove all the survivors to gain the ruin in the first place and the massive difference in immediate AP to alter the two states.
    • "This Nerf kept Red suburbs red. Also, it completely destroyed survivor effectiveness in red suburbs." - Nope, idiot survivors being completely apathetic kept suburbs ruined. Go talk to 404 and go on holiday to a ruined suburb sometime.
    • "In addition ruins can break free running lanes" - Forgetting, of course, that such ruins act as entry points that get marked as such on the minimap...
    • "Flesh Rot. Zombies are then able to only have zombie skills yet still be effective against survivors." - ...as zombies needs to the qualifier here, a death cultist without harman skills is a bit pointless. You're also neglecting that Flesh Rot appears after Brain Rot, effectively locking the character into a more difficult manner of playing the game.
    • "Survivors however need zombie skills to be more effective." - Lies.
    • "The next time a zombie complains about unfairness, you know they're lying." - The next time you try and convince someone you know what you're talking about, everyone will know that you're lying.
    Come on! Normally I'd think you were a bit clueless and needed teaching, but this latest stream of vomit that you've infected my wiki with proves that you're just butthurt over not being able to be a one man army of awesome. Unfortunately this isn't due to the game mechanics, it's because the people you are playing against are just smarter than you. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 18:50, 6 December 2009 (UTC)
  20. No, just no --Ephraim 19:40, 6 December 2009 (UTC)
  21. The guide was unappealing and basic, poorly written and dull. Next time structure your work more and spend a little time on it.--C Whitty 20:51, 6 December 2009 (UTC)
  22. FUCK NO--Orange Talk 22:54, 6 December 2009 (UTC)
  23. Hahahaha -Lord Hawthorne 23:44, 6 December 2009 (UTC)
  24. Against - No. (As above.) --Private Mark 04:30, 7 December 2009 (UTC)
  25. ? - You just don't give up do you? Cookies and Cream 04:39, 7 December 2009 (UTC)
  26. This is a rant not a guide. And completely wrong in places (e.g. "Zombies start with vigour mortis". Mine don't, they start with NT Employment or Diagnosis.) --Catherine Athay 08:30, 7 December 2009 (UTC)
  27. Not a guide. Linkthewindow  Talk  11:50, 7 December 2009 (UTC)
  28. As above. --Haliman - Talk 23:59, 7 December 2009 (UTC)
  29. Against - what isn't opinion is mostly wrong. Also, it isn't a guide. Garum 20:26, 10 December 2009 (UTC)
  30. Against - Memories of Life is the most bullshit skill ever. Until there's some method for low level zombies to actually get into buildings beginning survivors will always have a massive advantage. My scouts level faster than my corpses. My consumers level faster than my corpses. My revived corpses level faster than my zombified corpses. See what I'm getting at? Closed doors are extremely fucking frustrating when you're playing feral. RinKou 06:53, 11 December 2009 (UTC)
  31. Against - I am not really sure what the hell he's talking about, I have not be hit by a zed in half a year, sure they have all that stuff going for them, but humans have EHB cades and dark buildings. Put the two together and YOU NEVER DIE! EVER! Unless someone try's to hunt you down personally; puts in a genny, fuels it up and then kills you, other then that humans have it easy. Yes I know it's hard when your low level but suck it up! If it was not for the first part of this game "being low level and it being hard because of that" what would be the point of even playing this fucking game then? I no the voting is done but had to get this out.--Truezombieboy 09:15, 15 December 2009 (UTC)
  32. Against - Please fix your formatting and sentences and I don't think that zombies had a higher advantage. It's hard to get any EXP unless you're travelling with a massive zombie horde or preying on new players who got locked out outside. Crystal Roselle 8:06, 16 December 2009 (GMT)

Abstain

  1. Massively, I may write a counterpoint to this. --RosslessnessWant a Location Image? 00:51, 6 December 2009 (UTC)
    Say hello to A/VB Mr. Winman1 alt. *swings ban-hammer* Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:06, 6 December 2009 (UTC)

Voting closed. With a count of 32 Against to 2 For, this guide has failed to attract support, and will not be featured on the Guides page. Aichon 21:16, 26 December 2009 (UTC)

Please check the archive for older nominations