Talk:News/2007
December 25
Helicopters are a part of the city now, since external military flights started, not news. There haven't been any reports of crates that I've heard of, so I think that this item should be removed - Cannywizard 21:14, 27 December 2007 (UTC)
- Whenever Helicopters fly low it is always crate drops.--Karekmaps?! 21:17, 27 December 2007 (UTC)
- Hm, actually when crates where dropped this time i've taken all my characters out to the streets and used 80% of daily AP on walkin, but didn't found any... This was in about 3 hours after helicpoters passed, each time of the 2. (BTW, this is not in the article, but i heard thrum of helicopters twice that day) --~~~~ [talk] 07:14, 28 December 2007 (UTC)
- How come the front page of the Wiki is updated so infrequently? SURELY there is more relevant news that could go in this box? At least this bit about the crates should have been there...--Squid Boy 11:56, 2 January 2008 (UTC)
- The frontpage news only includes official news plus unofficial notes about them, I think. --Midianian|T|T:S|C:RCS| 12:08, 2 January 2008 (UTC)
December 10
The thick snow is splashed with red, with footprints entering from all directions, and leaving in all directions.
This was on Cort Row, in Havercroft. I can tell you that it doesn't become splashed with red if you shoot at a zombie or kill one, at least not when you do it with firearms, I tried it on another square. Wonder how it became red... --Midianian|T|T:S|C:RCS| 16:15, 10 December 2007 (UTC)
- Oddly, I got the following message when I killed someone *inside* a building using firearms:
- "You fire at X for 10 damage. They die. Blood soaks into the snow."
- There was no snow inside the building, before or after I killed this guy, and no sign of his blood afterwards. I killed two more people, and I'm not sure about the second one but after the third I definitely didn't get the "blood soaks into the snow" message. - Crisco Inferno 16:39, 10 December 2007 (UTC)
Another change connected with the snow is the following, seen at Polwhiele Way Fire Station in Greentown. The following text appeared after the footprint description: "A collapsed snowbank shows where someone has fallen from the building." - Crisco Inferno 16:39, 10 December 2007 (UTC)
- Finally snow is officially in the game! I guess Kevan noticed all those journal writers adding it in their writings during the winter months or was pestered enough for it! Wonderful idea! ...wait, will this mean he can make it rain too? That'd be interesting, but I'd feel bad for the zombies stuck in the rain.... Karen Howard 17:36, 10 December 2007 (UTC)
Most of colors changed! Christmas decorative items are back! Snow! Changes were so rare lately that i cannot write without exclamation signs now! so excited! --~~~~ [talk] 18:24, 10 December 2007 (UTC)
Yay! Thanks Kevan! Can I make snowmen and attach automated guns to them to shoot zombies?-- AHLGTG THE END IS NIGH! 19:21, 10 December 2007 (UTC)
- Zombahz should be able to make snowmen, it would make sense.--Karekmaps?! 08:57, 11 December 2007 (UTC)
About the duration: the trails last at least four hours, unless someone duplicated my "...entering from all directions, and leaving in all directions..." in two separate suburbs. --Midianian|T|T:S|C:RCS| 19:28, 10 December 2007 (UTC)
- They're still visible, even after ~30 hours. Maybe I should make other test-sites, just in case these are in too frequently traveled areas to fade... --Midianian|T|T:S|C:RCS| 11:13, 12 December 2007 (UTC)
This is actually pretty damn cool. Great job Kevan! --Private Mark 04:35, 11 December 2007 (UTC)
Seeing who dumped your body..
Dunno if anyone has noticed this... check the bottom of the text. --WanYao 19:41, 13 December 2007 (UTC)
- Yea this one's been spotted already - see News#3rd December 2007
November 11
I attacked a zombie today and it said, "You fire at (zombie X) for 5 damage. They drop to 112 HP." Woah. It looks like the damage I was dealing was being taken from the zombie's XP, though it was still reporting as HP. Anybody else seen this? Is it a temporary glitch or did things just get real interesting in Malton? RadioSurvivor 10:22, 11 November 2007 (UTC)
- Everything's normal today. Maybe you attacked a zombie-warchief from the new ninja character class? Not really. I hope, somebody will be able to shed some light on this. -- [ ρsych°Lychεε ] ☼ T 10:44, 11 November 2007 (UTC)
November 8
Didn't we already know this? --Banana reads Scoundrell for all of Yesterday's News, Today! 22:00, 8 November 2007 (UTC)
- If I'm right, it was implemented August 14th?-- AHLGTG THE END IS NIGH! 22:15, 8 November 2007 (UTC)
- Yep, you're right. "Some minor flavor was added to messages, in particular for a successful FAK search and a successful Tangling Grasp." I'm gonna remove it. --Banana reads Scoundrell for all of Yesterday's News, Today! 22:34, 8 November 2007 (UTC)
- That's different flavour text. After the August update, the text was something along the lines of "gripping the person by the shoulders, you bit for 4 damages." What it says now after a successful tangle is something along the lines of "you grabbed the persons bloody tie". I noticed the difference because it did not say that a day before when i was attacking as a zombie. --Fireswordfight 03:28, 11 November 2007 (UTC)
- I'm quite sure that before the August update the text was just one gripping them by the shoulders and after the August update, it was noted that you gripped by holding onto an article of clothing. Of course, I could easily be wrong. Could someone enlighten me to the time that the update for gripping articles of clothing was included? --Banana reads Scoundrell for all of Yesterday's News, Today! 03:41, 11 November 2007 (UTC)
- This might help. --Karekmaps?! 04:30, 11 November 2007 (UTC)
- Ah, as I thought. Many thanks Karek. --Banana reads Scoundrell for all of Yesterday's News, Today! 04:32, 11 November 2007 (UTC)
- Alright, my mistake then. I guess i just wasn't looking carefully enough. --Fireswordfight 22:24, 11 November 2007 (UTC)
- Ah, as I thought. Many thanks Karek. --Banana reads Scoundrell for all of Yesterday's News, Today! 04:32, 11 November 2007 (UTC)
- This might help. --Karekmaps?! 04:30, 11 November 2007 (UTC)
- I'm quite sure that before the August update the text was just one gripping them by the shoulders and after the August update, it was noted that you gripped by holding onto an article of clothing. Of course, I could easily be wrong. Could someone enlighten me to the time that the update for gripping articles of clothing was included? --Banana reads Scoundrell for all of Yesterday's News, Today! 03:41, 11 November 2007 (UTC)
- That's different flavour text. After the August update, the text was something along the lines of "gripping the person by the shoulders, you bit for 4 damages." What it says now after a successful tangle is something along the lines of "you grabbed the persons bloody tie". I noticed the difference because it did not say that a day before when i was attacking as a zombie. --Fireswordfight 03:28, 11 November 2007 (UTC)
- Yep, you're right. "Some minor flavor was added to messages, in particular for a successful FAK search and a successful Tangling Grasp." I'm gonna remove it. --Banana reads Scoundrell for all of Yesterday's News, Today! 22:34, 8 November 2007 (UTC)
October 31
Costume store:
Hildebrand Mall, SW corner:
- a zombie mask
- a vampire mask
- a werewolf mask
- a skull mask
- a Frankenstein's monster mask
- a pumpkin mask
How in others? I wonder if they'll be full-time or limited like paper party hats... --~~~~ [talk] 16:42, 31 October 2007 (UTC)
- What about the zombies? While the survivors are inside playing with all their new items, the zombies are stuck outside with... fog. Oh, and they can bang on doors now, like that's any different. =P --Settone 00:32, 3 November 2007 (UTC)
- They could (halloween is over and shops disappeared) wear masks too - i was only able to test it with my zombie that has no clothes, so i don't now if it was limited to be just starting possibility or zombies could change clothes too. Anyway, knocking on the doors is like "trick or treat" to get a candy from survivor. --~~~~ [talk] 16:44, 3 November 2007 (UTC)
Removal of Wirecutters as searchable items
This was unannounced, and the last documentation in the search odds that I can find of wirecutters being found at any location is on 06/09/07 (first week of September), at the Mall Hardware Store. By the second half of September, they are noticeably absent from multiple locations, but very little search data exists for the intervening period of time. Some locations have no current data, so it's not conclusive that they have been completely removed from all locations (and they're still in the "searching for" preferences). Does anyone have more information on this, or want to add this to the undocumented news? --Morgan Blair 02:46, 10 October 2007 (BST)
- I don't know if it's connected but there have also appeared searchable items in mansions. i found a book there, don't think any valueable resources added --~~~~ [talk] 16:43, 10 October 2007 (BST)
August 24
Wow! all 3 are implemented suggestions from peer reviewed --~~~~T''' 16:25, 24 August 2007 (BST)
- Not quite; my suggesting regarding no free running into ruined buildings was actually still under voting, and had only been up for 4 days! (Given the votes, it likely would have made it to Peer Reviewed, but I have removed it from voting- no point now. It technically could be voted a dupe- of its own implementation!) Swiers 16:32, 24 August 2007 (BST)
- So eh... Does this make a case of the fastest implementation of player's suggestion? =) --~~~~T''' 16:36, 24 August 2007 (BST)
- Hehe, before voting was even finished. Congrats I guess.. good suggestion Swiers. Thanks to Kevan for an interesting update. - Whitehouse 16:37, 24 August 2007 (BST)
- Also a damn good example to show that Kevan DOES pay attention to the game and suggestions. This may not be the fastest implementation- I think "Feeding Groan" also had a revision very shortly after introduction, which may have been a suggestion implementation. Swiers 16:43, 24 August 2007 (BST)
- Hehe, before voting was even finished. Congrats I guess.. good suggestion Swiers. Thanks to Kevan for an interesting update. - Whitehouse 16:37, 24 August 2007 (BST)
- So eh... Does this make a case of the fastest implementation of player's suggestion? =) --~~~~T''' 16:36, 24 August 2007 (BST)
Heh. Ironic that all 3 suggestions were, at one time or another, Peer-Rejected. Horray Kevan!--ShadowScope 16:59, 24 August 2007 (BST)
- So... basically, ruined buildings (on top of all other penalties to survivors) now also cost 2 AP to run through instead of 1 AP. Great. At least anyone can theoretically help 'cade buildings now - there really was no reason anyone should have to get 100 XP to do the most important thing in the game. Does anyone know if it uses up the pipe? (That would be extra sad.) evilbob 17:05, 24 August 2007 (BST)
- Yeah, it costs 2AP to run THROUGH a ruined building. But why would anybody do that, when you can spend just 1AP to run PAST it? Swiers 22:39, 24 August 2007 (BST)
- What does the length of pipe do to a barricade? An extra level or the only level if there is no other barricades? Also can a survivor keep adding length of pipes to make a barricade level go to 100+ or something? --Sonny Corleone RRF CoL DORIS CRF pr0n 17:11, 24 August 2007 (BST)
- Evilbob, logically it should, why sad? ShadowScope, i don't understand what are you talking about. Sonny, length of pipe only makes Closed Doors -> Loosly Cades (at least this was in suggestion) --~~~~T''' 17:14, 24 August 2007 (BST)
- Because low-level survivors have it the toughest in the game already, and desparately need some way to help with 'cading. If they have to spend all day searching factories for a pipe just to be able to use it once, then this basically doesn't help the over-arching problem. evilbob 17:22, 24 August 2007 (BST)
- Well, when searching factory for generators they'll find quite a few pipes and now they may not discard them. --~~~~T''' 17:30, 24 August 2007 (BST)
- No offence but if someone is low enough level to not be able to 'cade and they're spending time searching for generators, they're an alt or a zerg. Newbies can't afford to do any of that upper-level stuff: they can't even run into buildings. In fact, most are not going to be able to even get a pipe because most factories are EHB. evilbob 17:36, 24 August 2007 (BST)
- Oddly enough, one of my zombie alts has maybe 6 lengths of pipe. He got revived ans searched a faotory (I forget why, but I imagine he wanted a generator). He's not what you'd call low level, but he doesn;t have cnostruction... Swiers 02:59, 25 August 2007 (BST)
- No offence but if someone is low enough level to not be able to 'cade and they're spending time searching for generators, they're an alt or a zerg. Newbies can't afford to do any of that upper-level stuff: they can't even run into buildings. In fact, most are not going to be able to even get a pipe because most factories are EHB. evilbob 17:36, 24 August 2007 (BST)
- Well, when searching factory for generators they'll find quite a few pipes and now they may not discard them. --~~~~T''' 17:30, 24 August 2007 (BST)
- Because low-level survivors have it the toughest in the game already, and desparately need some way to help with 'cading. If they have to spend all day searching factories for a pipe just to be able to use it once, then this basically doesn't help the over-arching problem. evilbob 17:22, 24 August 2007 (BST)
- Ok. Thanks for the reply. I thought the length of pipe would be used as a neverending barricade, people could keep adding them to expand EH to EH + 50. This is a very good update for newbies. --Sonny Corleone RRF CoL DORIS CRF pr0n 20:30, 24 August 2007 (BST)
- Evilbob, logically it should, why sad? ShadowScope, i don't understand what are you talking about. Sonny, length of pipe only makes Closed Doors -> Loosly Cades (at least this was in suggestion) --~~~~T''' 17:14, 24 August 2007 (BST)
Duke Garland, the reason is that all these suggestions were suggested before, and when they were suggested, they were spamminated, for various reasons. Allowing pipes to barricade would be useless, stopping people from freerunning through ransacked buildings would destroy humanity, and telling that people are "idle" gives too much information. Oh, and I think new suriviors SHOULDN'T barricade. If they barricade, zombies know that there is a harman there and will break through the cades and eat them. A new surivior shouldn't barricade at all, and lock the door in a building where there is no other harman, so that no zombie ever break inside the building. It will increase his surivialbitly.--ShadowScope 18:21, 24 August 2007 (BST)
- too late, it's already official. what i'd suggest, to make the pipe-cading thing useful... is that ANY "improvised" weapon can be used to lock a door, baseball bats, crowbars, hell even shotguns could theoretically be stuck in the handles of a door to secure it. that'd make this change less than the ultimately cosmetic mod it currently is. and i happen to think we REALLY need to do something about abusive NT squatting with zombie alts... the stuff that isn't technically zerging, but imo might as well be, because it amounts to alts communicating, working towards a common end... --WanYao 20:02, 24 August 2007 (BST)
YAY! I fel like I just winned the lottery! I'm now going to Disney-friggin'-land!--John Verdana 01:37, 25 August 2007 (BST)
- ShadowScope, I can give you 3 links to peer reviewed by community suggestions that are implemented by these 3 game updates. If you can find links to similar suggestions that were spammed - it would be an interesting read, as i don't recall such --~~~~T''' 20:11, 24 August 2007 (BST)
- I do rember making a no-freerun suggestion with ransack instead of ruin. I don't know if it was actually spammed, or just rejected, or if I withdrew it, but its old enough that finding it would be very hard. Ruin got a lot of vote support mainly because ruins can be seen at a distance; the ransack suggestion had the huge flaw that people could not predict what the results of thier move would be. New version = fun and fair. Old version = pretty sucky. Swiers 22:44, 24 August 2007 (BST)
- ShadowScope, I can give you 3 links to peer reviewed by community suggestions that are implemented by these 3 game updates. If you can find links to similar suggestions that were spammed - it would be an interesting read, as i don't recall such --~~~~T''' 20:11, 24 August 2007 (BST)
I recently did a contact list suggestion. Went quite well actually. Not sure where it is though. It was recently cycled. --Ducis DuxSlothTalk 02:42, 25 August 2007 (BST)
- I just checked an old alt's contacts, and lots of them have strikes through the names, which is how "MIA" is indicated. I'm not entirely sure if they haven't been seens because the are idle, or if its because they are zombies who have not been seen by contacts. I'm guessing the former... Swiers 03:06, 25 August 2007 (BST)
- Can't free-run into ruined buildings. Worst change ever. User:Nil Failstorm
Of course, these suggestions being implemented while some have been rejected or were still under voting is just proof that the suggestion page is not actually looked at by Kevan. He's always maintained that he's going to do what he's going to do. The wiki page is a great way to keep players from bothering him with ideas, though. --otherlleft W! 12:20, 1 November 2007 (UTC)
Impossible to enter?
one of my friends came across a heavily barricaded ruined building. You can't enter it from the outside because it's too heavily barricaded, and you can't free run into it because it's ruined. so the only way to get inside would be to break down the cades. wasting more AP.--'BPTmz 23:15, 26 August 2007 (BST)
- how is that possible?? i thought there had to be no harmanz and no cades to ransack/ruin a building??? (my zombie doesn't have ransack yet, so I've never actually done it myself, so sue me if I'm wrong...)--WanYao 23:33, 26 August 2007 (BST)
- This fits with the current rules. They only require no survivors to be present before a ransack/ruin can be performed. It's actually something my group has already discussed as something to disrupt Free Running lanes. And a Ruined + Barricaded building might not be an uncommon sight, due to survivors usually barricading before they clear zombies. That leave barricades when all the survivors have gone. 'arm. 23:38, 26 August 2007 (BST)
- Strangely enough... as much as that SUCKS for survivors... and i'm more survivor oriented, myself... there is something chillingly appropriate about that... making literal ghost towns...
- I still think fire axes and/or crowbars need to be buffed vs. 'cades, especially with knives no longer available... this makes me even more convinced of that. --WanYao 23:00, 28 August 2007 (BST)
- They are buffed against cades, the indoor bonus makes it so. If it is anything more than a 5% increase, and I'm betting it is, the crowbar is far more useful than the knife ever was. Someone should check those numbers but, the indoor advantage should be enough to make crowbars very effective.--Karekmaps?! 23:10, 28 August 2007 (BST)
- Indoor advantage? --Ducis DuxSlothTalk 23:32, 28 August 2007 (BST)
- I think he is referring to the changes on the 31st of May 2007, when we were told that barricades were now easier to tear down from the inside. - Whitehouse 18:25, 30 August 2007 (BST)
- "You pull at the barricades" -- AHLGTG THE END IS NIGH! 19:27, 6 September 2007 (BST)
- I'm not at all convinced the "pull barricades down from the inside" bonus amounts to anything meaningful. There may (or may not) be a 5% or 10% boost, but its no one I've been able to document, or which has seemed to help when I needed it. In essence, it seems a flavor change only. Swiers 23:02, 6 September 2007 (BST)
- "You pull at the barricades" -- AHLGTG THE END IS NIGH! 19:27, 6 September 2007 (BST)
- I think he is referring to the changes on the 31st of May 2007, when we were told that barricades were now easier to tear down from the inside. - Whitehouse 18:25, 30 August 2007 (BST)
- The indoor advantage doesn't help when the building is ruined and heavily barricaded, because you can't get inside. But it's not that big a deal for survivors, because they only need the barricades Very Strong or weaker, not completely broken. --Settone 01:54, 9 November 2007 (UTC)
- Indoor advantage? --Ducis DuxSlothTalk 23:32, 28 August 2007 (BST)
- They are buffed against cades, the indoor bonus makes it so. If it is anything more than a 5% increase, and I'm betting it is, the crowbar is far more useful than the knife ever was. Someone should check those numbers but, the indoor advantage should be enough to make crowbars very effective.--Karekmaps?! 23:10, 28 August 2007 (BST)
- Before the recent change which made de-barricading with knives impossible, I was compiling data to see if the knife or crowbar was the better choice. I had 47 hits out of 246 for the crowbar - a 19.11% success rate. But the sample size is so small that there is a large error margin of 6.38%. 'arm. 01:53, 7 September 2007 (BST)
- I've come across certain zombie/human allied groups doing this in my 'home' of Yagoton. It's usually not TOO annoying, since all you have to do is reduce the barricades to VS rather than fully remove them. But still, I feel this is a flaw that should be addressed. --MorthBabid 17:48, 3 October 2007 (BST)
- It's not a flaw, it's an anomaly that can be used by death Cultists. 'arm. 19:19, 3 October 2007 (BST)
Knife and cades
One cannot destroy cades with knife anymore - could someone confirm? (i don't have knife ATM) --~~~~T''' 13:13, 25 August 2007 (BST)
- True - I got this message when attacking with a knife: "The barricade has nothing that you can usefully cut away." 'arm. 14:09, 25 August 2007 (BST)
- Can you still attack gennies & transmitters with the knife? -- T 17:38, 25 August 2007 (BST)
- that sucks... i was all for these recent changes, but now they're starting to bug me. they have totally messed with the dynamics of barricading in ways that really IMO are not cool, all together. siiiigh... unless crowbars and/or fire axes get buffed vs. 'cades somehow, this is very uncool. --WanYao 23:06, 25 August 2007 (BST)
- Well, as far as it was understood, every weapon (except the crowbar) had a 50% reduction in accuracy against barricades. Meaning (at max skills) both fire axes and crowbars attacked with 20% accuracy, and knives 25%. It's a minor change really, and the game now makes a bit more sense (knives more effective at de-barricading than crowbars??). 'arm. 17:22, 26 August 2007 (BST)
- It's not that minor... not if enforcing survivor barricade plans is important to you... Knives can realistically be used to take down barricades and such, the change isn't logical on that level -- but it is illogical for knives to better at it than axes or crowbars. Honestly, I believe that fireaxes and crowbars need a buff vs. barricades. Fireaxes in real-life are intended exactly for debarricading. They should get some kind of bonus or not be halved or something ... a fire axe should be at least equal to, probably better at breaking 'cades than a crowbar, IMO. --WanYao 18:58, 26 August 2007 (BST)
- Well, as far as it was understood, every weapon (except the crowbar) had a 50% reduction in accuracy against barricades. Meaning (at max skills) both fire axes and crowbars attacked with 20% accuracy, and knives 25%. It's a minor change really, and the game now makes a bit more sense (knives more effective at de-barricading than crowbars??). 'arm. 17:22, 26 August 2007 (BST)
- Yep, both generators and transmitters can still be attacked with the knife. The "You smash at the generator/transmitter" message appears. The text for attacking barricades with a crowbar has changed too. 'arm. 17:22, 26 August 2007 (BST)
- that sucks... i was all for these recent changes, but now they're starting to bug me. they have totally messed with the dynamics of barricading in ways that really IMO are not cool, all together. siiiigh... unless crowbars and/or fire axes get buffed vs. 'cades somehow, this is very uncool. --WanYao 23:06, 25 August 2007 (BST)
- Can you still attack gennies & transmitters with the knife? -- T 17:38, 25 August 2007 (BST)
Indoor Revive Points
This change means that indoor revive points are no longer viable. The whole point of an indoor RP was to save an AP and to make it so that the revive specialist never had to go outside. But no building sans 'cades is going to remain un-ruined -- and now a reviver comes to a ruined indoor RP and is dropped outside it. So there's really no point anymore, might as well go to the adjacent cemetery a la SGP, like we've been all along... --WanYao 23:06, 25 August 2007 (BST)
- Untrue. Suppose you want to do a revive in a ruined church next to an NT building. You clikc on the church, and end up outside it (1 AP) you enter the church (1 AP) and do your work (X AP) and then return to the NT building via free running (1 AP). Total = 3+X AP.
Now suppose you want to use the cemetery that is next to the NT instead. You step out of the NT into the cemetery (1 AP). You do your work (X AP). You look around for an entry building. (Hey, look a ruined church!) You move to the entry (1 AP). You enter it (1 AP). You free run back into the NT building (1 AP). Total = 4+X AP. So, using a RUINED building for an indoor revive point STILL saves 1 AP per trip!
And this totally ignores the AP the revived survivor saves (if he's not dumped, he can stand up an immediatley free run to safety, rather than seeking an entry point). Plus it also ignores the MASSIVE benefit of having a ruined building as an entry point that can NEVER be over-barricaded, an which can be seen at a distance. The second means little in this case, but the first is actually quite nice. Swiers 23:33, 25 August 2007 (BST)- Thank you. You brought up some things that didn't occur to me... But, feh, now my revised barricade plan has to be re-revised back to the orginal revision... oh it's all so bloody confoosing... ;) --WanYao 02:10, 26 August 2007 (BST)
- HOWEVER, will this pose additional problems for the few Brain Rot Clinics in existence, or is it really no more difficult than Ransack for their purposes? --Bette Noir 20:23, 26 August 2007 (BST)
- Keep in mind that, even if there was no advantage to using an indoor revive point, in regards to AP consumption, there would still be the compelling benefit of simply being indoors, in that revivers would not be visible to zombies passing through the neighborhood, and conversely, bored and frustrated "Mrh?" Cows wouldn't be tempted by nearby groaning. By the by, what with the new Ruin mechanic, and it's impact on Free Running, cathedrals are now (in my opinion) the most ideal location for an indoor revive point, as they have no doors to shut (like churches), but if one corner is kept repaired, and another is in ruins, then a freerunning reviver could still get inside the building without going out of doors. A negligible difference, perhaps, but it's something. --Morgan Blair 14:56, 28 August 2007 (BST)
- A functioning indoor is RP is almost certainly going to ruined. Which means that a reviver will be dropped OUTSIDE the building when he comes to it, and then will have to spend an extra AP to get in again. So momentarily s/he could be seen, though of course probably not... And rotters and spies can still enter and see what's going on, if they want. But otherwise you're correct, I think. Although Cathedrals aren't that relevant to me b/c I don't operate in burbs that have any... And those bored Mrh? cows now have something else to do: de-cading and killing rotters! :) --WanYao 15:33, 28 August 2007 (BST)
- A functioning indoor is RP is almost certainly going to ruined. EVERY indoor revive point I've sen is generally in full repair. This is easy to do, as you can clear out the zombies by reviving them (which is the purpose) and head shotting the rotters (which people do anyhow). Its a waste of time to repair it, but there it is. Even dumber, they often have 2+ survivors standing around (either newbies to dumb to know better, or as often high levels who "gaurd" the building against being ransacked. What's more, they are often POWERED. Go figure. :P
Don't believe me? I know, hard to accept people would be so dumb. But heres a record of one I found at total random. If I checked my other alts, I could toss in even worse examples. http://iwrecords.urbandead.info/08-28-07_1600hrs_PUBLIC/IN_27-86__c51-8cd-d59.html Swiers 16:13, 28 August 2007 (BST)- Oh, I believe you... I've come across a few indoor RPs, and people are always shooting the zeds and barricading up, I know. As for newbs hanging out in them, WTF??? And that is the only problem with them: getting 'caded. All the advantages for the revivees can go down the drain if some moron decides to headshoot you, dump, then 'cade up to EHB. But since I personally consider RP killing to be a worse form of griefing asshattery than PKing... PKing isn't griefing, per se. RP killing is, period. Thus I have no qualms about KOSing known RP killers... dunno if that's DEM policy, but I don't play ball with them, anyway... :) --WanYao 16:36, 28 August 2007 (BST)
- A functioning indoor is RP is almost certainly going to ruined. EVERY indoor revive point I've sen is generally in full repair. This is easy to do, as you can clear out the zombies by reviving them (which is the purpose) and head shotting the rotters (which people do anyhow). Its a waste of time to repair it, but there it is. Even dumber, they often have 2+ survivors standing around (either newbies to dumb to know better, or as often high levels who "gaurd" the building against being ransacked. What's more, they are often POWERED. Go figure. :P
- A functioning indoor is RP is almost certainly going to ruined. Which means that a reviver will be dropped OUTSIDE the building when he comes to it, and then will have to spend an extra AP to get in again. So momentarily s/he could be seen, though of course probably not... And rotters and spies can still enter and see what's going on, if they want. But otherwise you're correct, I think. Although Cathedrals aren't that relevant to me b/c I don't operate in burbs that have any... And those bored Mrh? cows now have something else to do: de-cading and killing rotters! :) --WanYao 15:33, 28 August 2007 (BST)
- Thank you. You brought up some things that didn't occur to me... But, feh, now my revised barricade plan has to be re-revised back to the orginal revision... oh it's all so bloody confoosing... ;) --WanYao 02:10, 26 August 2007 (BST)
Radio Spectrum Update?
It also appears that radios and transmitters can now be set to function as low as 25.90MHz. Confirm? Swiers 20:05, 26 August 2007 (BST)
- Confirmed. Clicking on my radio gives the message "This is a portable radio that can be tuned to receive (but not send) local broadcasts between 25.90 and 29.00 MHz." 'arm. 23:40, 26 August 2007 (BST)
- However you still can only broadcast 26.00 - 29.00. I've tryied 25.91 and here's what i got (1AP wasted): 25.91 MHz is an external military frequency, and cannot be broadcast on --~~~~T''' 18:05, 27 August 2007 (BST)
- That's very odd. So you can set transmitters to those freq's, and set radios to the freq's, but not actually bordcast on those freq's? I suppose maybe Kevan could himself broadcast over them, but who is gonna tune radios and transmitters to a freq that no player can broadcast on? Swiers 21:55, 27 August 2007 (BST)
- Well, i already tuned handheld to 25.90 MHz. Will see (hear) if there'll be something. I'm quite sure it's a preparation to something. Something that will come in next changes --~~~~T''' 10:04, 28 August 2007 (BST)
- There is one radio frequency that exists in that range, wonder what it is oh wait I already know. Also just incase anyone gets any clever ideas, broadcasting from a Fort does nothing.--Karekmaps?! 11:27, 28 August 2007 (BST)
- Well, i already tuned handheld to 25.90 MHz. Will see (hear) if there'll be something. I'm quite sure it's a preparation to something. Something that will come in next changes --~~~~T''' 10:04, 28 August 2007 (BST)
- That's very odd. So you can set transmitters to those freq's, and set radios to the freq's, but not actually bordcast on those freq's? I suppose maybe Kevan could himself broadcast over them, but who is gonna tune radios and transmitters to a freq that no player can broadcast on? Swiers 21:55, 27 August 2007 (BST)
- However you still can only broadcast 26.00 - 29.00. I've tryied 25.91 and here's what i got (1AP wasted): 25.91 MHz is an external military frequency, and cannot be broadcast on --~~~~T''' 18:05, 27 August 2007 (BST)
Binoculars and Power Status
Just noticed, that the suggestion has been implemented. Using binoculars, you can see now if a building has a running generator inside.-- [ ρsych°Lychεε ] ☼ T 03:23, 19 August 2007 (BST)
- Could you provide a link to the suggestion? --Ducis DuxSlothTalk 03:32, 19 August 2007 (BST)
- I have it, Dux, but won't give it as i'm moving it to the implemented at the moment. PsychoLychee, are you sure it's got implemented just now? --~~~~T''' 12:06, 19 August 2007 (BST)
- No, I NOTICED it just now. Binoculars were of no use for me and my group, but you know how it is. Sometimes you stand on top of a high building and think of something else to do there apart from jumping down. I noticed it 18th of August, but it could well be months ago that it was implemented. Sorry, no screenshot at the moment. I'm dead.-- [ ρsych°Lychεε ] ☼ T 01:06, 20 August 2007 (BST)
- I have it, Dux, but won't give it as i'm moving it to the implemented at the moment. PsychoLychee, are you sure it's got implemented just now? --~~~~T''' 12:06, 19 August 2007 (BST)
August 14
More flavor
Putting this at the top cause it has to do with other changes. There were various flavor changes, so anyone willing to add to this please feel free. From the sound of it there is new flavor when ransacking a building, there are also descriptions for Tangling Grasp beyond gripping them by the shoulders, one I've heard is grapping them by their bloody police jacket.--Karekmaps?! 01:54, 15 August 2007 (BST)
- My zombie alt, "You maul Duke Garland for 3 damage, and grab hold of their blood-soaked black scarf. They drop to 52 HP.". so i think it just randomly chooses an item of clothing.--'BPTmz 04:46, 16 August 2007 (BST)
- check the Iwitnesses and you'll see some examples... basically you grab hold of whatever piece of upper-wear the harman has on... spiffy. --WanYao 06:00, 16 August 2007 (BST)
- Har! "Searching the wards, you gather together enough supplies for a first-aid kit.". Quite cool. --Kenny Matthews W! 01:21, 24 August 2007 (BST)
Ruining Buildings and Toolbox balance
|
Conclusion: it takes 5 ransacks for a zombie to be able to ruin a building. No experience is earned. There is a small description change in the building, and its button color in the mini-map changes to gray. BARHAH! --People's Commissar Hagnat [cloned] [mod] 14:53, 14 August 2007 (BST)
- No xp? Bollocks. --Sonny Corleone RRF CoL DORIS CRF pr0n 16:06, 14 August 2007 (BST)
- So, would I survivor have to repair it 5 times to unruinify it?-- AHLGTG THE END IS NIGH! 16:44, 14 August 2007 (BST) Er, or would it just be with the toolbox?
- Good question. If it takes a zombie 6 AP to ruin a building, one would hope it costs at least 6AP to repair. The fact that it shows on the map is nice; now Ridleybank finally LOOKS like its a zombie homeland! Swiers 17:19, 14 August 2007 (BST)
- You can repair the ruin and the ransack together for 1AP, but on the other handthe toolbox comes in at a pretty chunky 16% encumbrance. -- T 18:44, 14 August 2007 (BST)
- This is cool! I just hope it takes as much AP to fix a building as it does to ruin it. -- Mordac the Refuser 17:32, 14 August 2007 (BST)
- So, would I survivor have to repair it 5 times to unruinify it?-- AHLGTG THE END IS NIGH! 16:44, 14 August 2007 (BST) Er, or would it just be with the toolbox?
- Here's my analysis: in general the changes are good...
- -Needing construction to clear a ransacked building, good - zombies need a Ransack skill, so survivors should need a skill too to balance. I'd prefer if you needed Construction to clean a ransacked building (even if it has been ransacked once,) not just a ruined one.
- -Needing a toolkit to repair a generator/radio, good - this change was a long time coming and effectively counters certain GKer's tactics of stealthily "wounding" generators ("generatorkiller", I'm looking in your direction...)
- -Having ransacked status visible from outside, lets zombies more visibly "claim" buildings...
- -Clearing corpses from forts, great - this change was a very long time coming and makes it possible for survivors to actually hold forts, with some difficulty. How do you move the corpses out? If you can't just chuck the corpses over the wall, it's still impossible to clear an active zombie from the fort. You can only move out the "sleeping" ones and only when you aren't killed as soon as you venture outside.
- I don't think the toolbox should be THAT heavy if you HAVE to carry it. I envision it being like a medical device for generators and radios: at 8% encumbrance, you can either carry it to repair generators or you can hold a few more FAKs / ammo magazines / syringes, adding some more distinction between advanced survivor "career paths."
- Perhaps it should even slightly improve your odds of successfully barricading buildings past VSB if the above is not enough to encourage people to carry it.
- If you need it to reclaim a ruined building (and it's a fair assumption that every building will become ruined rather than ransacked) it over-corrects the previous problem that any survivor could repair a ransacked building, effectively making it easier for zombies to hold territory than survivors... which doesn't make gameplay sense! It also makes it harder for everyone except very organized metagamers to reclaim buildings since it's a good 24-42 pistol bullets you can no longer carry. That is a big deal! It's over 100HP of damage that a skilled pistoleer could have inflicted.
- Ideally, once a building has no survivors inside, or no zombies inside, it should be relatively simple to "claim" it for one side or the other using the ransack attribute. This bizarre toolkit makes that too unbalanced in favor of the zombies.
- If there's any way to convince Kevan to relent from this particular change while keeping all the rest, it's in every player's interest to do so, with the possible exception of the "win by any means necessary including cheating" zombie groups. I hope there aren't many players like that.
- Here's my analysis: in general the changes are good...
- In summary:
- -The toolkit is ridiculously overweight. It should be 6%-10% encumbrance considering its usefulness.
- -Ruined buildings should not need a toolkit to reclaim, especially if the kit weighs almost as much as a generator. This shifts the balance of power too much. Instead, it should take survivors equivalent AP to repair them.
- -Ransacked buildings as well as ruined buildings should require the Construction skill to repair.
- -Everything else is great.
- Thanks for reading. --MeatHead 17:37, 14 August 2007 (BST)
- Given that it takes only 1 AP to clear a building, the toolkit is NOT overwieght. Not everybody needs 60+% encumbrance worth of shotguns to do their job you know... Swiers 19:06, 14 August 2007 (BST)
- Yeah, ever been to Reganbank? As a medic, when the nearest mall is a day away, and with how many people need healing in a godforsaken area like that, I often used up 3 days restocking (100%) in a few (~8) days. Ignoring the overweight toolbox, no more bodies in forts! :D Anyone tried that out, or are they too busy with ransacking/repairing ransacking/complaining about the aforementioned?--Labine50 MHG|MEMS 20:10, 14 August 2007 (BST)
- Given that it takes only 1 AP to clear a building, the toolkit is NOT overwieght. Not everybody needs 60+% encumbrance worth of shotguns to do their job you know... Swiers 19:06, 14 August 2007 (BST)
- In summary:
- Excellent- I was just going to write a suggestion saying they should. You can see them from a block away, so its not like you will free-run into one by accident. And if you can free run OUT of them, then the special color they get on the map would essentially be a sign saying "ENTRY POINT HERE". Kudos to Kevan on that! Swiers 20:25, 14 August 2007 (BST)
- However, it would have been some compensation for the fact that the special color on the map is essentially a sign for zombies saying "NO CADES HERE." I expect that to give zombies some significant AP savings, no? --Barbecue Barbecue 20:32, 14 August 2007 (BST)
- Its also a sign for survivors saying "NO POINT MOVING HERE TO SEARCH OR SLEEP", which is gonna give them just as significant an AP savings, no? Swiers 20:36, 14 August 2007 (BST)
- Certainly a fair point. I suppose I am framing it more in tactical terms concerning the 'burbs/groups I know best. The primary objective in those scenarios is for zombies to keep the 'burb clear. When there are few survivors around, those survivors rely on zombies having to guess which buildings they might be in and spend AP walking around looking for caded buildings. In a suburb consisting largely of ruined buildings, there's not a lot of hope for your lone survivor or two to be hidden away. In other words, I see the benefit to survivors in knowing where not to go as much smaller (in these situations) than the benefit for zombies of knowing where to go. Unless I'm missing something? Anyway, we'll certainly see how it plays out... --Barbecue Barbecue 20:46, 14 August 2007 (BST)
- Its also a sign for survivors saying "NO POINT MOVING HERE TO SEARCH OR SLEEP", which is gonna give them just as significant an AP savings, no? Swiers 20:36, 14 August 2007 (BST)
- However, it would have been some compensation for the fact that the special color on the map is essentially a sign for zombies saying "NO CADES HERE." I expect that to give zombies some significant AP savings, no? --Barbecue Barbecue 20:32, 14 August 2007 (BST)
- This is a massive change, if it's true. --Karloth Vois RR 21:23, 14 August 2007 (BST)
- I just tried it, and my survivor had no trouble free-running into and out of a ruined building. So I wonder, what did the OP actually mean? And Given that you can still free-run them, the ruined building status now also acts as an "ENTRY POINT HERE" sign. Entry points you can see at a distance, and which are unlikely to get over-caded? Wasn't this supposed to be a ZOMBIE upgrade??? Swiers 21:26, 14 August 2007 (BST)
- It's a UDToolbar bug, UDToolbar doesn't allow ruined buildings to be viewed as buttons. Looks like the change is pretty much all bad for zombies.--Karekmaps?! 21:29, 14 August 2007 (BST)
- Oh come on. I wouldn't say it's all bad for zombies, but I do know I'd much prefer it if free running wasn't possible if only to make places like Ridleybank tougher to move through. We'll see how it plays out, but making free running impossible in ruined buildings would be a good suggestions to see if it gets implemented.--Insomniac By Choice 21:41, 14 August 2007 (BST)
- On the other hand, if you couldn't free run through a ruined building, it would make seiges very easy for the zeds since once they've ruined the entry point(s) no one can get into the Mall/whereever to help out. No reinforcements. solution(?): A % chance of being able to freerun through a ruined building would even things out though... Say, a 40% chance of the roof collapsing and dumping you outside? Best of both I'd say... Any thoughts on that? --McWaffle 00:08, 15 August 2007 (BST)
- Ridleybank is pretty much the only place that benefits at all from this change, and not much considering Toolboxes are reusable. The only good thing for zombies is in a place like Ridleybank you can see when a building is taken before it gets powered without moving to every building.--Karekmaps?! 21:53, 14 August 2007 (BST)
- Indeed, it might be wiser for zombies to save their AP's and not ruin buildings after all. Swiers 21:40, 14 August 2007 (BST)
- As a survivor, I can only encourage that argument : ) Meh, like I need to worry about looking for an entry point in Shuttlebank. --Barbecue Barbecue 21:44, 14 August 2007 (BST)
- Oh come on. I wouldn't say it's all bad for zombies, but I do know I'd much prefer it if free running wasn't possible if only to make places like Ridleybank tougher to move through. We'll see how it plays out, but making free running impossible in ruined buildings would be a good suggestions to see if it gets implemented.--Insomniac By Choice 21:41, 14 August 2007 (BST)
- It's a UDToolbar bug, UDToolbar doesn't allow ruined buildings to be viewed as buttons. Looks like the change is pretty much all bad for zombies.--Karekmaps?! 21:29, 14 August 2007 (BST)
- I just tried it, and my survivor had no trouble free-running into and out of a ruined building. So I wonder, what did the OP actually mean? And Given that you can still free-run them, the ruined building status now also acts as an "ENTRY POINT HERE" sign. Entry points you can see at a distance, and which are unlikely to get over-caded? Wasn't this supposed to be a ZOMBIE upgrade??? Swiers 21:26, 14 August 2007 (BST)
- Before we get on the, "bad for zombies" train... how many survivors currently have a toolbox? I suppose that eventually every survivor (or at least every other) survivor will have one... but right now, this is something that *most* people can't fix --Ryiis 00:54, 15 August 2007 (BST)
- But I really don't expect that every survivor will carry a toolbox, obviously, because of the weight. And I really like that, because, if you're not a gun-toting zombie hunter-type, the weight really isn't as much of an issue (most survivors are NOT going to spend the multiple days required to stock up on FAKs or syringes to full capacity, either), and so it allows for some added distinction between survivor play-types (there's a reason for having three survivor character classes).
- In addition (though I haven't had the opportunity to test it myself, yet), I would prefer—despite being primarily invested in the survivor cause—that free running from ruined buildings is not, in fact, possible (I wouldn't have a problem with free running to a ruined building) because it raises the stakes for building defenders, as the increased difficulty of retaking a ruined building increase the value of holding them in the first place.
- Finally, while I think that the ability to use toolboxes to repair equipment damage as well as ruined buildings does, in fact, balance the zombies ability to do the ruining in the first place, I anticipate that this new mechanic will make UD more dynamic and interesting, not only in terms of the strategic tactics that will develop around them, but even more importantly, in Malton's ambiance, with sections of the city falling into ruin as zombies take over, clearly and visibly demonstrating the devastation that the outbreak has wrought. --Morgan Blair 01:38, 15 August 2007 (BST)
- Toolboxes aren't hard to find at all, they aren't even very rare. Go to a mall Hardware store, takes about 3-5 AP when powered, not rare at all. You're more hardpressed to find a radio, FAK, or generator.--Karekmaps?! 01:49, 15 August 2007 (BST)
- Fair enough, they will be easy to get then - still, it is one more thing that a survivor should carry I suppose. They don't have to... but it would probably be wise (at least I know that my UD character will have one). --Ryiis 01:58, 15 August 2007 (BST)
- Toolboxes aren't hard to find at all, they aren't even very rare. Go to a mall Hardware store, takes about 3-5 AP when powered, not rare at all. You're more hardpressed to find a radio, FAK, or generator.--Karekmaps?! 01:49, 15 August 2007 (BST)
Re: the Free Running thing... I'd suggest that one can free run through a ruined building, but one can't use it as an entry point. This makes it useful for zombies to ruin buildings, but doesn't totally nerf survivors, as long as they have somewhere built up to enter the free running path. This makes sense, because it's not that hard to jump from rooftop to rooftop, but trying to scramble up through the rubble couldbe an issue. Also, I don't know how this works, because I've never had to do it -- but can survivor hide in a ruined or ransacked building by going inside? I mean such that a zombie has to move inside to see the survivor... If so, then IMO that's enough... This change DOES help zombies -- quite a lot IMO -- because it slows down barricade strafing. And more importantly it makes it significantly more difficult to clear and retake zombie-controlled areas -- for reasons that ought to be obvious. --WanYao 11:01, 15 August 2007 (BST)
- And another thing... What's with the flak jacket, another item that every player in the game must carry, only weighing 2%, the same as a cell phone? For roleplay purposes, none of my characters except the military one wear a flak jacket, but wouldn't it be a good gameplay idea to make it a choice whether to wear one or not, rather than a no-brainer? I propose lowering the outrageous encumbrance of 16% of the toolbox to half that (8%) at most, and raising the weight of a flak jacket to the same.
- This way the average survivor (almost everybody) who wants to carry both still must give up a horrifying 16% of his inventory before even touching a generator, however, it allows some actual tactical choice. A medic doesn't have any change, but a bounty hunter or PKer can give up the toolbox and gain 8% encumbrance, or a "mechanic" can keep the toolbox but give up his flak jacket instead for 8% encumbrance. Might be even better (worse depending on how you look at it) to have a 6% toolbox and a 10% flak jacket.
- Make no mistake: This solution actually helps the zombies even more than the original change, since the flak jacket is the only item they can use and they don't care about encumbrance... but I'd still find it easier to swallow because of the enhanced tactical depth. Inventory is the only way to tell high-level players apart. Is there anyplace more fitting than here where I can propose amendments to changes that have already taken place, and have them heard?
- One more oddity: My alt at Creedy failed to repair the gatehouse barricades when they were at quite strongly barricaded, twice in a row. This has never happened to me before. There was one zombie outside attacking the barricades, but normally when they're attacking I get the "you reinforced the barricades..." message and they stay at the same level. Keep an eye out for whether barricades are now harder to erect without a toolbox, or easier with. If there's cause for suspicion we may have to run controlled tests.
- --MeatHead 18:48, 15 August 2007 (BST)
- i had a "you try to add... but don't find place", i.e. failed barricading while QSB about 0-2 days before the update --~~~~T''' 21:57, 15 August 2007 (BST)
- i had a hellish time getting a 'cade above very heavy... never ever had that kinf od problem before. i just went back and counter: 8 tries, and i only added 3 pieces... not the first time that's happened since the update. and i have never had that high a rate of failure before now. WanYao 04:27, 16 August 2007 (BST)
- Now I failed to barricade a lightly barricaded building. This confirms to me that barricading is significantly harder now, at least without a toolbox. Assume every survivor should make finding and carrying a toolbox a priority now. Everyone knows the only true defense survivors have against the zombies are the barricades. This only makes it all the more important to reduce that excessive weight, even if we'd have to balance it with something else. Or we could simplify the change:
- 1) Remove toolboxes and lower the maximum encumbrance for all survivors by 16%.
- 2) Replace "ransack" with "ruin" and make it cost 5AP. What zombie would ever want to ransack a building and not ruin it?
- --MeatHead 21:12, 18 August 2007 (BST)
- i had a hellish time getting a 'cade above very heavy... never ever had that kinf od problem before. i just went back and counter: 8 tries, and i only added 3 pieces... not the first time that's happened since the update. and i have never had that high a rate of failure before now. WanYao 04:27, 16 August 2007 (BST)
- i had a "you try to add... but don't find place", i.e. failed barricading while QSB about 0-2 days before the update --~~~~T''' 21:57, 15 August 2007 (BST)
For all those that cry "Oh why do we need that horrible toolbox to de-ruin buildings. And we need construction too. This is so unbalanced, the Zombies are soooooo overpowered": 1. Only 1 AP is required to repair a building from ruined to normal, so you'll spend 1AP vs 6AP the zombies have to spend to ruin it - a single player can repair more than a dozend buildings per day if there are no zombies inside "guarding" them (and given the fact that zombies like to eat brains they won't be standing inside ruined buildings or areas that much - after all, very little brain to found there) 2. Construction is an essential skill. Don't tell me your even slightly experienced character has to purchase it now. 3. Toolboxes are a very good item. They let you repair generators, radios and ruined buildings. If you carry a toolbox, a GPS unit, a portable radio, a mobile phone, a flak jacket and a fireaxe you are still able to carry enough FAKs, pistols, shotguns, clips and shells to make Rambo envious. This game is "survivor in a zombie infested city" not "random dudes carrying everything AND the kitchensink" Charon Xeno 09:32, 18 August 2007 (BST)
5 ransacks: Has it taken everybody exactly 5 ransacks for the ruin button to appear? And has anyone found any differences between the different ransack levels (like, if a building is not ruined, but ransacked five times, is it still 1 AP to un-ransack it?) -- T 11:17, 24 August 2007 (BST)
- It's always 1 AP to repair it, no matter how much it is ransacked/ruined --~~~~T''' 12:06, 24 August 2007 (BST)
Forts update
Let's rattle about this one too. Not sure about Perryn, but Creedy now has an extremely big population boost (no AP to check all buildings, but i estimate 200+) that was enough to clear, repair and lit the whole facility... It's not even the update but motivation to get there to fight that people got now. --~~~~T''' 13:00, 15 August 2007 (BST)
- Speaking of Forts I hear tell it takes 5 Ap to clear bodies, not 1. Oh, and as a kind of p.s. the UDToolbar bug should be fixed.--Karekmaps?! 13:06, 15 August 2007 (BST)
- There's even people sleeping outside in Creedy. It's a pretty huge turnaround for the place. -- T 13:10, 15 August 2007 (BST)
- They're still death traps. Wait until a sizeable/organized zombie force shows up at the gates. All the survivors will die, zombie will have the fort for a week or two, the survivors will come back. They always come back.--Insomniac By Choice 05:53, 16 August 2007 (BST)
- Erm, maybe that's why they're called SURVIVORS! :P Me, I don't wanna be bossed around by para-militarist wannabes, so I avoid the forts, anyway... But it will be interesting to see if they can hold out better now, it'll make a difference to the whole region if they can. Time will tell... --WanYao 05:58, 16 August 2007 (BST)
- They'd survive a lot better if they didn't go to places they knew would get them killed. The fact that they come back from the (un)dead repeatedly makes them reanimateds, not survivors.--Insomniac By Choice 06:10, 16 August 2007 (BST)
- Erm, maybe that's why they're called SURVIVORS! :P Me, I don't wanna be bossed around by para-militarist wannabes, so I avoid the forts, anyway... But it will be interesting to see if they can hold out better now, it'll make a difference to the whole region if they can. Time will tell... --WanYao 05:58, 16 August 2007 (BST)
- They're still death traps. Wait until a sizeable/organized zombie force shows up at the gates. All the survivors will die, zombie will have the fort for a week or two, the survivors will come back. They always come back.--Insomniac By Choice 05:53, 16 August 2007 (BST)
August 6th 2007
I noticed something strange with my radio reciever today: "You retune your radio to 27.50 MHz. The reception remains clear." This reception business is new, right? --Sexy Rexy Grossman 03:02, 7 August 2007 (BST)
- Shouldn't this be at the top of the page? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:05, 7 August 2007 (BST)
- Reception is old, don't know from when, but it's been there for over a month now.--Karekmaps?! 03:33, 7 August 2007 (BST)
- So, what's the game effect? Or is it just flavor text? I'm extremely fearful of a radio nerf. You know, me and my OMG RADIO SPAM!11! --Sexy Rexy Grossman 06:33, 8 August 2007 (BST)
- Just flavor and it was there from a very beginning, iirc --~~~~T''' 06:43, 8 August 2007 (BST)
- Its not just flavor. It tells you whether there is a transmitter in the city tuned to that freq. If there is not, you get a message like "The radio hisses static and then fades to silence". Only If the freq is actively in use (IE, there is a transmitter tuned to that freq somewhere) will it say "reception remains clear". ΔΔ Swiers 07:06, 8 August 2007 (BST)
- Well then, I savor the flavor! Thanks, guys. --Sexy Rexy Grossman 19:05, 8 August 2007 (BST)
- Its not just flavor. It tells you whether there is a transmitter in the city tuned to that freq. If there is not, you get a message like "The radio hisses static and then fades to silence". Only If the freq is actively in use (IE, there is a transmitter tuned to that freq somewhere) will it say "reception remains clear". ΔΔ Swiers 07:06, 8 August 2007 (BST)
- Just flavor and it was there from a very beginning, iirc --~~~~T''' 06:43, 8 August 2007 (BST)
- So, what's the game effect? Or is it just flavor text? I'm extremely fearful of a radio nerf. You know, me and my OMG RADIO SPAM!11! --Sexy Rexy Grossman 06:33, 8 August 2007 (BST)
- Reception is old, don't know from when, but it's been there for over a month now.--Karekmaps?! 03:33, 7 August 2007 (BST)
July 3
You heard the thrum of a helicopter flying over the building.(1 hour and 29 minutes ago)
Hmmm?.. --Duke GarlandTLCD SSZ 12:05, 3 July 2007 (BST)
- I think that indicates a supply crate is being dropped- it did when we had them before, iirc. That way, survivors know to go outside and look for the crate. But its a certain fact that there are crates in the city again, and I think that firing of flares (or in this case, hundreds of them) attracts a "supply drop" by military helicopter.
Then again, the crate may just be a special "Happy 2nd birthday, Urban Dead" event- ie, birthday presents! . . . swiers 12:18, 3 July 2007 (BST)- Really, it is second birthday, i forgot. I wonder if there's anything special in crates this time, or the same as previous... Maybe chance to get some special clothes? Didn't find a crate myself to check --Duke GarlandTLCD SSZ 12:27, 3 July 2007 (BST)
- I think that indicates a supply crate is being dropped- it did when we had them before, iirc. That way, survivors know to go outside and look for the crate. But its a certain fact that there are crates in the city again, and I think that firing of flares (or in this case, hundreds of them) attracts a "supply drop" by military helicopter.
As a small extra bonus, I've just implemented a load of new hats (Malton's premier Hat Store has finally been broken open, in Tompson Mall), fixed the overalls and coats being in bad slots, and added a handful of other suggestions (slippers, balaclavas, dark-blue fire station shirts, sweaters, hooded sweaters and leather coats). There are also temporary game-anniversary paper hats in all of the city's clubs, for a couple of days. --Kevan 15:25, 3 July 2007 (BST)
- Oh, sweet! MOAR HATZ! Thanks a bunch Kevan, these clothing updates really make the game more enjoyable. --Ducis DuxSlothTalk 02:21, 4 July 2007 (BST)
- Just a note, paper hats are no longer available from clubs.--Labine50 MHG|MEMS 20:35, 9 July 2007 (BST)
June 20
There has been a change to the stats page. It now shows not only the groups membership #'s, but also the average level of the group members, and the total combined level of all members.16:48, 20 June 2007 (BST)
- Its also not in order of the number of members anymore. --MarieThe Grove on Tour 16:02, 21 June 2007 (BST)
- I have thoughts that it is the total number fo the groups' member levels added together. --Peterblue 00:15, 30 June 2007 (BST)
June 6
A few of these suggestions have now been implemented (I won't bother with an in-game news announcement):-
- Kilts can be found in the wardrobes of one particular mansion, and in Malton's one and only Kilt Store, hidden away in the corner of a mall (it'll show up as a searchable shop).
- Jeans have been added to malls and a few other places.
- Necklaces are available; basic ones in malls, and rarer ones in certain mansions.
- Gas masks can be found in fort storerooms and fire stations.
- Safety goggles exist in NT buildings and a few other places.
- Broken night-vision goggles gather dust in fort storerooms; the military took all the functional ones with them when the forts fell in 2005.
- Nurse's caps are now available in all healthcare facilities.
Have fun. --Kevan 12:39, 6 June 2007 (BST)
*bows* Thank you Kevan! Thank you a lot! So, does this mean that you do not want any more clothes suggestions (because they will be coming at quite a fast rate), or are you more than happy for us to continue suggesting? --Ducis DuxSlothTalk 14:07, 6 June 2007 (BST)
- No, by all means keep them coming. I'll pick out a few to add every so often - it's trivial to add most of them, and there's plenty of room in the game for them. --Kevan 14:11, 6 June 2007 (BST)
Sourced from Talk:Clothes/Suggestions. --Ducis DuxSlothTalk 14:27, 6 June 2007 (BST)
Wonderful! Many things to play with. -- AHLGTG THE END IS NIGH! 15:18, 6 June 2007 (BST)
31st May
Just to mention:
- Clothes - Spaminated suggestion
- Report Barricade Attacks & Report Ransack - Peer Reviewed Suggestions
--Duke GarlandTLCD SSZ 22:04, 31 May 2007 (BST)
- This shows that Kevan thinks his own mind. I likey, now where to find that straightjacket... --Target Zombie 22:53, 31 May 2007 (BST)
- In any (but not all) building click on settings and then you'll be able to choose clothes from this building. No need to search --Duke GarlandTLCD SSZ 23:14, 31 May 2007 (BST)
- Sweet changes. Go Kevan! TheUncleBob 00:34, 1 June 2007 (BST)
- In any (but not all) building click on settings and then you'll be able to choose clothes from this building. No need to search --Duke GarlandTLCD SSZ 23:14, 31 May 2007 (BST)
I have to admit, I was against the ability for clothing: This to me seemed like a Nexus War thing. However now I have more words to play around with the personal description and not simply talking about the clothing. --Ducis DuxSlothTalk 02:13, 1 June 2007 (BST)
So can you get a trenchcoat as part of the clothing? Oh, people'd love that... --Preasure 09:45, 1 June 2007 (BST)
I think this may be new. When one looks at their contact list, you can see who is carrying a mobile phone by a small phone icon by their name. Does anyone else see this? --Banana reads Scoundrell for all of Yesterday's News, Today! 03:00, 1 June 2007 (BST) Also, it looks like you can now sort your contact list by clicking the header at the top. You can sort by name, phone, class, level, xp, group, and color. Does this work for anyone else? I don't want to add it without being confirmed. --Banana reads Scoundrell for all of Yesterday's News, Today! 03:05, 1 June 2007 (BST)
- No no, as far as I know, that isn't new. The little phone icon has been there for a while now for me. Same with the sorting. --Ducis DuxSlothTalk 03:13, 1 June 2007 (BST)
- Eh, oh well. I had just never noticed it before. --Banana reads Scoundrell for all of Yesterday's News, Today! 03:29, 1 June 2007 (BST)
From the game update: "Flak jackets still work as before, and will be folded into the new system later". What do you think this means exaclty? "Folded into the new system later"? Maybe some people might want their flack-jackets visible as a part of their clothing... --Ducis DuxSlothTalk 06:59, 1 June 2007 (BST)
Another note with the clothes change: When you either take damage or die, the description of the clothes adds 'blood-flecked', ie "a blood-flecked black jacket". --Ducis DuxSlothTalk 16:22, 1 June 2007 (BST)
cades change
Now that was enough time to play around clothes - did someone figure out what are exact changes with "barricades easier to pull down from the inside"? --Duke GarlandTLCD SSZ 12:34, 1 June 2007 (BST)
- It's probably a small percentage increase on attacks. Makes sense really, being able to pull it down easier from the inside. --Ducis DuxSlothTalk 16:05, 1 June 2007 (BST)
- I've messed with this to try and quantify it - my sample size is too small to be definitive, but if there is a percentage increase i can't detect it - it must be minute. i expected a noticeable improvement, like it would hit as often as the weapon's stated hit rate, but it appears the same AFAIK. --Lardass 17:15, 4 June 2007 (BST)
- I'm pretty sure theres an improvement, its seems to me that my little zombie can remove 'cades easier on the inside then on the outside. Less AP used, although it could be luck. -- AHLGTG THE END IS NIGH! 17:51, 4 June 2007 (BST)
- It could be that it's just zeds then - i just used a human w/ a crow bar and it took 25 AP and only dismantled 2 sections... that seems worse; but it's hard to quantify it with such a small sample.--Lardass 14:12, 5 June 2007 (BST)
- i noticed that while pulling down cades from the inside while alive and with your hands works rather well. my zombie got revived and i only had a 10% hit rate and no human skills. ten trys gave me 2 sections pulled down. seemed like there was no penelty for attacking cades. my sample size was small though, 40% maxed out hands for the living right? its better then 20% with the crowbar. —The preceding Template:Wikipedia comment was added by Bebopking (talk • contribs) at an unknown time. --Ducis DuxSlothTalk 11:31, 20 June 2007 (BST)
- It could be that it's just zeds then - i just used a human w/ a crow bar and it took 25 AP and only dismantled 2 sections... that seems worse; but it's hard to quantify it with such a small sample.--Lardass 14:12, 5 June 2007 (BST)
- I'm pretty sure theres an improvement, its seems to me that my little zombie can remove 'cades easier on the inside then on the outside. Less AP used, although it could be luck. -- AHLGTG THE END IS NIGH! 17:51, 4 June 2007 (BST)
- I've messed with this to try and quantify it - my sample size is too small to be definitive, but if there is a percentage increase i can't detect it - it must be minute. i expected a noticeable improvement, like it would hit as often as the weapon's stated hit rate, but it appears the same AFAIK. --Lardass 17:15, 4 June 2007 (BST)
I think i've got quite certain answer now. As i wrote here, only chances to pull cades with hands/claws are effected - penalty is 0.6 instead of 0.5; maxed zombies have 30% to get rid of a section from inside. HUmans also have a raise to pull with hands, however crowbar or axe with Axe Proficiency are still more efficient. --~~~~ [talk] 13:10, 6 October 2007 (BST)
FAK's
Today when I was out healing people, there was this person outside the fort gatehouse with 11hp- possibly dragged out of the building but when I tryed to heal him, so he like wouldn't die it said this:
Your patient's recent wounds have already been treated as you would treat them - you can do no more for them.
I've never seen this before- why can't I heal him? I had a quick look on the wiki and I don't presume this isnew but when did it come in? --MarieThe Grove on Tour 15:48, 25 May 2007 (BST)
- Did you have any alts nearby, especially other healers? If you did, it might be enough to trigger the game's anti-zerg measures, one of which (IIRC) is FAKs not working. --Toejam 17:17, 25 May 2007 (BST)
Carpet Bombing Northern Malton?
My survivor alt in Stickling mall just received a radio broadcast stating that Northern Malton was being carpet bombed, and it was not a joke "this time". I assume the sender was referring to the airstrike messages of 1 April. The radio message also stated that evidence of said bombing could be seen as wastelands where buildings used to be. Is there any truth to this? - Blinkin the Gremlin RRF AU10 T RR GC 21:23, 10 May 2007 (BST)
- I think he was pulling your leg. :) --Toejam 20:07, 12 May 2007 (BST)
New change to ransack + barricades?
Here's what I currently see with my zed:
"You are inside Josephine General Hospital, its empty wards criss-crossed with snapped quarantine tape. The building has been smashed and ransacked. The building has been very strongly barricaded."
I thought that ransacked buildings couldn't be barricaded? Can anyone else verify this? BadgerW 05:46, 6 May 2007 (BST)
- ransacked buildings cannot be barricaded, but barricaded buildings can be ransacked. --Duke GarlandLCD 09:05, 6 May 2007 (BST)
Just noticed this
Firefighters start with a radio. Scouts start with binoculars. Doctors start with diagnosis. Consumers start with a random weapon. Looks like Kevan slipped one under the radar! -Mark D. Stroyer SoH 16:06, 24 April 2007 (BST)
- Brilliant! How did we not notice? Wowsers! *Gobsmacked* Have a Sticker! -- TheDavibob T 16:57, 24 April 2007 (BST)
- Note: It seems police also get a radio, but apparently not a pistol clip. Anyway, I'll be updating some stuff. -Mark D. Stroyer SoH 23:15, 25 April 2007 (BST)
- Gosh, Kevan! You really need to tell us this stuff! On the contacts list, there is a new section for if the person has a mobile phone and has you on their contacts. (I'm on Xyu's. That's probably bad.) -Mark D. Stroyer SoH 22:35, 27 April 2007 (BST)
- Also retuning radios doesn't take extra AP any more (i.e. only 1 AP alltogether to change frequency), the same for access to mobile phones. Also font over there has been changed --Duke GarlandLCD 09:35, 28 April 2007 (BST)
- Gosh, Kevan! You really need to tell us this stuff! On the contacts list, there is a new section for if the person has a mobile phone and has you on their contacts. (I'm on Xyu's. That's probably bad.) -Mark D. Stroyer SoH 22:35, 27 April 2007 (BST)
- Note: It seems police also get a radio, but apparently not a pistol clip. Anyway, I'll be updating some stuff. -Mark D. Stroyer SoH 23:15, 25 April 2007 (BST)
20th April 2007
This update is amazing! Ignoring newspapers in hospitals is a God send! Why would an injured man pick up a newspaper anyway? Barney
- And it all stems from a suggestion somewhere! Party! -- TheDavibob T 17:37, 20 April 2007 (BST)
- Because the doctor is busy and he's bored? TheUncleBob 02:53, 21 April 2007 (BST)
Great update, Kevan! -Mark D. Stroyer SoH 17:38, 20 April 2007 (BST)
Awesome. Everyone gets more focused on 4/20. And they don't even need anything illegal.
I LOVE YOU, KEVAN!!!....I mean, um, not a bad update. Yeah. Viceroy Chili Cheese Dog 20:43, 20 April 2007 (BST)
Is it my tired consciousness or now some of unsuccessfull searches that don't use AP? --Duke Garland 22:01, 20 April 2007 (BST)
I'm glad to see a pro survivor update has been introduced for the first time in a long time. The main point is it keeps the game interesting....Pillsy FT 23:00, 20 April 2007 (BST)
How long has it told you the weapon you've been attacked with? 'Fred attacked you with a hockey stick for three damage.' -- TheDavibob T 23:13, 20 April 2007 (BST)
- Ever since the encumberance update. Yep, that long. -Mark D. Stroyer SoH 17:38, 23 April 2007 (BST)
Great update, but as for the newspaper thing, it's more AP efficient to use the mall 40 blocks away rather than the hospital next door.--Labine50 MH|ME|TNT'07 03:33, 21 April 2007 (BST)
I added that profile pages now link to the wiki Recruitment; if this already happened or is unnecessary, correction is encouraged.--Thegreathal 22:55, 24 April 2007 (BST)
- Eh, what? Could you explain that a bit more, please? Cannywizard 00:39, 25 April 2007 (BST)
- when you edit your profile you can see a line under group textbox saying If you want to join or create a group in-game, enter its name here. (The Urban Dead wiki contains a list of some groups who are currently recruiting.) --Duke GarlandLCD 12:44, 25 April 2007 (BST)
Did the "The reception remains clear" message when you retune your radio always happen. I don't do that very often, so I'm not sure.
8th April 2007
So where are the eggs hidden? Are they outside or inside buildings? --Rogue 17:52, 8 April 2007 (BST)
- Inside empty building. One of my characters found one. -- TheDavibob T 18:31, 8 April 2007 (BST)
22nd March 2007
Am I crazy, or has the way that loaded ammo is used changed? I could have sworn that before, when you fired a pistol (or shotgun), the shot came from the pistol (or shotgun) that had the least amount of ammo loaded in it... now it just comes out of the first pistol (or shotgun) in your inventory. Is this how it's always been - am I completely crazy? TheUncleBob 12:37, 22 March 2007 (UTC)
- Nope, it's always been that way. It fires the highest in your inventory first. --Preasure 16:26, 22 March 2007 (UTC)
18th March 2007
anyone else notice the screen shot on the main UD page is new?--Blood Panther 17:18, 18 March 2007 (UTC)
anyone else notice this: http://img92.imageshack.us/img92/9510/udknock2rt2.jpg in their building? --Zeek 10:44, 19 March 2007 (UTC)
- Yes, I just got "You heard a loud thumping on the door" there now. Any zombies know anything about this? --Toejam 11:53, 22 March 2007 (UTC)
- This was left over from Halloween; I didn't realise, but people could still perform the knock command by faking the URL. It's a nice easter egg, but is obviously confusing new players, so I've disabled it. --Kevan 09:47, 23 March 2007 (UTC)
6th March 2007
So I take it that, as I am currently well over 100% encumbered, I will never again be able to carry as much as I can right now? If this is the case, seems like survivor inventories will have to shrink quite a bit from their current size--and I can't imagine anyone wanting to carry around a radio, if it's as large as it was under the old system. --Barbecue Barbecue 18:08, 6 March 2007 (UTC)
- It's still the same size, just heavy items will give you an 'encumbrance' rating. A shotgun, for example is still 2 slots, however it is around 8% encumbrance I think. I had 5 pistols, 10 shotguns, 4 FAKS, axe, crowbar, and a few other bits with about 8 spaces clear, and I was at around 120% - so i could not pick anything up until I dropped some of my empty shotties. A little irritating, but I now see this as being a little more realistic. Also Survivors will now carry less guns and more ammo than before. Anybody know what you can loot from a museum?? --Ducis DuxSlothTalk 18:37, 6 March 2007 (UTC)
- FAK is 2% encumberance. Pistol clip is also 2. Can find stuffed tiger, crocodile and fish heads. Take up 1 inventory and 20% encumbrance. --Ducis DuxSlothTalk 18:41, 6 March 2007 (UTC)
- Generators and transmitters are 20. Wine is 4. Shotguns are 6. This seems an awfully lot like aninventory nerf to me, I'm not liking it.--Preasure 19:08, 6 March 2007 (UTC)
- I venture to guess it'll make mall sieges and the like rather different, as survivors can't stock up on gennies and fuel and still carry a complement of other necessities. --Barbecue Barbecue 19:23, 6 March 2007 (UTC)
- It should help speed them up. A large stock of supplies built up doesn't so much help survivors win as slow down their losing. --Toejam 23:50, 6 March 2007 (UTC)
- That's not completely true, as survivors have won out against hordes before. This seems as though it greatly hampers survivors...well, survival chances. --RKM
- This nerfs aggressive survivor play, not defensive play. FAKs and syringes don't hit the encumberance as hard as weapons do. This is to help zombies by making survivors unable to attack them, or each other. Wahey, I think I'll just save myself some time and feed my worthless survivor to the hordes. --Grace RR - PKer 00:30, 7 March 2007 (UTC)
- Defense takes a hit from this too, though; just look at the previous point on Generators and Transmitters. Genny's and communication are a big part of holding out against sieges, and Generators are hard to come by as it is. I don't know about you, but I'm not going to spend all that AP looking for a Genny only to find my inventory capacity reduced by a fifth before I even have gas to power it; this also reduces stock piling abilities...a big win for GKers.--RKM
- It seems that Generators are harder to break now, though--no more one-hit-one-kill on them. So I don't think it's as much a win for the GKers as you'd think.--Munin
- I see that and have posted about it in generator's items discussion area. It seems much harder to destroy them; maybe this was changed for this very reason.--RKM
- It seems that Generators are harder to break now, though--no more one-hit-one-kill on them. So I don't think it's as much a win for the GKers as you'd think.--Munin
- Defense takes a hit from this too, though; just look at the previous point on Generators and Transmitters. Genny's and communication are a big part of holding out against sieges, and Generators are hard to come by as it is. I don't know about you, but I'm not going to spend all that AP looking for a Genny only to find my inventory capacity reduced by a fifth before I even have gas to power it; this also reduces stock piling abilities...a big win for GKers.--RKM
- This nerfs aggressive survivor play, not defensive play. FAKs and syringes don't hit the encumberance as hard as weapons do. This is to help zombies by making survivors unable to attack them, or each other. Wahey, I think I'll just save myself some time and feed my worthless survivor to the hordes. --Grace RR - PKer 00:30, 7 March 2007 (UTC)
- That's not completely true, as survivors have won out against hordes before. This seems as though it greatly hampers survivors...well, survival chances. --RKM
- It should help speed them up. A large stock of supplies built up doesn't so much help survivors win as slow down their losing. --Toejam 23:50, 6 March 2007 (UTC)
- I venture to guess it'll make mall sieges and the like rather different, as survivors can't stock up on gennies and fuel and still carry a complement of other necessities. --Barbecue Barbecue 19:23, 6 March 2007 (UTC)
- Generators and transmitters are 20. Wine is 4. Shotguns are 6. This seems an awfully lot like aninventory nerf to me, I'm not liking it.--Preasure 19:08, 6 March 2007 (UTC)
- FAK is 2% encumberance. Pistol clip is also 2. Can find stuffed tiger, crocodile and fish heads. Take up 1 inventory and 20% encumbrance. --Ducis DuxSlothTalk 18:41, 6 March 2007 (UTC)
- It's maybe not as much of a change to weapons as you thought. Here's a table showing the percentage of inventory each item took up before and after:
- (For the sake of easy numbers, I've assumed the inventory could store 50 items, not 51.)
Before After Pistol 4% 4% Pistol Clip 2% 2% Shotgun 4% 6% Shotgun Shell 2% 2%
- So really, of the main weapons, only shotguns are worse than before. --Toejam 10:41, 7 March 2007 (UTC)
- Hmmm I had a full inventory a few hours before it came in and now I have like 168% full. I'm not likeing this one bit its basically a complete inventory survivor nerf and it sucks. Whats Kevan thinking about it? --MarieThe Grove on Tour 19:25, 6 March 2007 (UTC)
- Agreed. It's a load of bollocks. I'm all for making the game fairer but this is just an un-fun nerf. --Grace RR - PKer 23:20, 6 March 2007 (UTC)
- Bah, it's really not that much of a change--it's only a minor tweak to how many shotguns you can stuff down your pants legs. If you look at the relative strengths and weaknesses, the zeds are still weaker by far--and to boot, we have all manner of fun new things to beat their bra!nz out with. Anybody for a game of cricket? --Munin
- I'm all for waiting to see how it will play out, but to my mind, it's far from minor, as the effect concerns not so much how many weapons one can now tote around, but being able to hold on to and transport a quantity of the critical fuel + generators that, arguably, facilitate all the other survivor activity in the game. --Barbecue Barbecue 03:37, 8 March 2007 (UTC)
- So we get some useless decorations and an Item Nerf... Weeee... yeah Thanks(not). meanwhile on the stats, Surviors (45%), Zombies (55%) and the mall tour crushes all, The zombies don't need any help. --Rogue 19:09, 8 March 2007 (UTC)
- I'm all for waiting to see how it will play out, but to my mind, it's far from minor, as the effect concerns not so much how many weapons one can now tote around, but being able to hold on to and transport a quantity of the critical fuel + generators that, arguably, facilitate all the other survivor activity in the game. --Barbecue Barbecue 03:37, 8 March 2007 (UTC)
- Bah, it's really not that much of a change--it's only a minor tweak to how many shotguns you can stuff down your pants legs. If you look at the relative strengths and weaknesses, the zeds are still weaker by far--and to boot, we have all manner of fun new things to beat their bra!nz out with. Anybody for a game of cricket? --Munin
- Agreed. It's a load of bollocks. I'm all for making the game fairer but this is just an un-fun nerf. --Grace RR - PKer 23:20, 6 March 2007 (UTC)
- New Pages for Encumbrance? can we update the Items page, or create a new page, for Encumbrance so we can clarify all the changes? I'm talking the Inventory changes here...--Raystanwick 20:20, 6 March 2007 (UTC)
- I've removed the redirect for the old Encumbrance page, and added some possibly incorrect information. --Sexy Rexy Grossman 17:30, 7 March 2007 (UTC)
Hey, that 0 AP box next to the Drop Item dialog hasn't always been there. Hurrah for minor yet helpful updates. --Chaco Pyblam
I'm all for the change... as long as it gets balanced by taking away a zeds ability to open doors and survivors can install unbreakable doors in resource buildings. --—The preceding Template:Wikipedia comment was added by Nako521 (talk • contribs) at an unknown time.
- I know this is somewhat in jest, but resource buildings outside of Malls have taken a huge hit in maintaining usefulness. In a mall, one can at least search the Hardware store for gennies, and then go searching elsewhere for fuel. This Mall survivor doesn't need to carry a genny when there will be ones in the store; all he/she has to do is to keep 2 or 3 fuel cans on hand. That saves AP for other tasks (barricading, spamming the radio, etc.).
- In resource buildings (PDs, FDs, NTs) that just so happen to not be right next to a Mall, factory or Auto Repair, it will take much longer for gennies to be replaced. A maintained resource building that doubles as an EP will probably stay unlit for longer periods, causing everyone (mostly new folks without Free Running) to have worse search chances. Those maintaining that resource building will have to spend more AP maintaining it, since they can no longer run around carrying 2 or 3 gennies and fuel at a time.
- I see why the system was in place; its very unrealistic to imagine some survivor lugging around 4 or 5 power generators and 5 fuel cans, along with an arsenal of weapons. It is a complete nerf to survivor groups trying to support any sort of resource building that are not Malls for any length of time. I thought the consensus of the players (especially the zombies) is that the game is too centered around Malls in the first place? --Sexy Rexy Grossman 17:52, 7 March 2007 (UTC)
Seen: a cubist sculpture and a cracked sculpture. --Toejam 23:53, 6 March 2007 (UTC)Edit - It seems there's a list: Decorative_Items
Hmm, any ideas as to whether a Christmas Tree is one of those bulky items? Logically it would be, so I bet anybody who has one will be using it pronto. Wonder how that is gonna affect the Christmas Tree Dead Pool? --S.Wiers X:00x-mas tree dead pool 01:45, 7 March 2007 (UTC)
- And in less than three hours, we have three MORE Christmas Trees! S.Wiers X:00x-mas tree dead pool 03:04, 7 March 2007 (UTC)
- Trees are 20. Snapped and set mine up after I found a syringe in a ransacked building and didn't have enough to pick it up.--Preasure 17:17, 7 March 2007 (UTC)
i have one survivor charachter and one zombie alt which i barely use and i dont think that this is THAT bad. it is defiently making things fairer and i praise Kevan for this update. --The Last Saxon 02:39, 7 March 2007 (UTC)
You can now find golf clubs, hockey sticks, tennis racket, and pool cues in the sports store. The Hockey Stick has 25% accuracy and does 3 damage. The pool cue has 40% accuracy and does 2 damage. The golf club and tennis racket have 25% accuracy and do 2 damage. All have an encumbrance of 4%. --gamefreaksl
- Do those acccuracies include hand to hand combat? --Toejam 09:56, 7 March 2007 (UTC)
Quick, contest: who had, as of the change, the largest encumbrance over 100%? --Barbecue Barbecue 03:34, 7 March 2007 (UTC)
- I had an encumbrance of 234% when this was first enacted. Now I'm at 224% because I used a fuel can.--RKM
Has anything got easier to carry? --Toejam 12:07, 7 March 2007 (UTC)
- Maybe the radio? --PoisoN 13:20, 7 March 2007 (CET)
- AFAIK, the inventory "slot" limit still applies, and a radio would still take up 5 "slots". But it would be neat if some items were only 1% encumbering, or even 0%. Like, say, cell phones, syringes, and maybe shotgun shells. S.Wiers X:00x-mas tree dead pool 13:21, 7 March 2007 (UTC)
- I don't believe the old slots still apply at all. I suppose you could say the inventory now has 50 slots rather than 51 and 2% encumbrance items take up 1 slot, 4% take up 2 slots, etc. Using that, a radio would be considered 10 slots now, the old 5 slot count for it has no affect. EDIT: Actually, the wiki lists the portable radio as 4%, it used to be 5 slots, now it's essentially 2. The radio transmitter is apparently the one with 20% Sluutthefeared 14:06, 7 March 2006 (UTC)
- AFAIK, the inventory "slot" limit still applies, and a radio would still take up 5 "slots". But it would be neat if some items were only 1% encumbering, or even 0%. Like, say, cell phones, syringes, and maybe shotgun shells. S.Wiers X:00x-mas tree dead pool 13:21, 7 March 2007 (UTC)
At least now there is a possiblity of making new skills that will lessen the effect of encumbrance, giving people who have hundreds or thousands of extra experience to use them. Though if something like that were done, something like Body Building should have an effect. Right now, I think encumbrance just sucks, but it could work out somehow... Darken Spiritz
- Actually, that's a great idea. There should be some sort of upgrade to lessen the impact of encumbrance. -Koryr 02:54, 10 March 2007 (UTC)
As many have been complaining about their inventory being too small, I've made a file to arrange it, here. 47KB, easy to use, Excel.-- TheDavibob LLL 13:44, 11 March 2007 (UTC)
decorations
There's a new page for Decorative Items. So far it seems that type of decorations is specified by a museum you are looting (check museum's description), every one has up to 8-9 items. they can decorate buildings in any quantity. for example here is a description for decorated mall corner: One of the shops has been decorated with a stuffed alligator, two stuffed lion heads, a stuffed moose head, a stuffed fish and two stuffed tiger heads.--Duke Garland 14:33, 7 March 2007 (UTC)
Gens and Radios
For some reason, it's unmentioned, but Radio Transmitters and Generators appear to have health levels now, instead of exploding on a single successful blow. CatEar Alucard 04:16, 11 March 2007 (UTC)
Syryinges and Encumbrance Level
Excuse me for this edit, but i've have realised that if one have an encumbrance level of 100% or more, and attemps to manufacture a syringe, shows up this message "You wouldn't have room to carry the syringe". I wanted to know if somebody can add it to the unofficial news. --Beldin 12:57, 18 April 2007 (GMT -3)
- should it really be there? it's kind of... banal --Duke Garland 07:21, 18 April 2007 (BST)
12th February 2007
When I was revived today, the revive message was bright, but all the other text was faded. Has this happened to anyone else? --Toejam 10:33, 12 February 2007 (UTC)
- It was probably part of the very similar change on 19th Jan. I've added it in there. --Toejam 01:07, 24 February 2007 (UTC)
2nd February 2007
Nice. Pity about the host router issues. --Swiers X:00 16:06, 2 February 2007 (UTC)
- Are there any workarounds from the player's perspective? --Toejam 17:50, 2 February 2007 (UTC)
- It has prevented myself from logging on for some time, and I was just now able to long onto the wiki. SuperMario24 17:52, 2 February 2007 (UTC)
- This would so make me wonna start another zombie alt, just to check it out. That is, when I can actually log into Urban Dead --Jenx 19:55, 2 February 2007 (UTC)
- Has anyone posted the new figures for the XP involved for zombies in doing any of this? I'm guessing its probably around the same for Books or somesuch? --MorthBabid 22:38, 2 February 2007 (UTC)
- This would so make me wonna start another zombie alt, just to check it out. That is, when I can actually log into Urban Dead --Jenx 19:55, 2 February 2007 (UTC)
- It has prevented myself from logging on for some time, and I was just now able to long onto the wiki. SuperMario24 17:52, 2 February 2007 (UTC)
19th January 2007
About as useful as tap dancing shoes for a parapalegic. --Sir Sonny Corleone RRF CRF DORIS Hunt! 05:36, 20 January 2007 (UTC)
- A bit of fluff, but not terrible. I mean, at least newspapers contain a bit of useful information for newbies. --The Surgeon GeneralDHPD|P! 06:02, 20 January 2007 (UTC)
Before you nail the coffin shut on the utility of this update to zombies, check out X:00 - this update could be key to a whole new level of zombie co-ordination. --Swiers 06:39, 20 January 2007 (UTC)
- We don't have enough zombies to coordinate with! Barricades are still overpowered, survivors still do too much damage, doors are still locked recquiring Memories of Life, Lurching Gait is still needed, and survivors are still able to barricade strafe. When Kevan fixes these issues then I will call them real updates. This was given to us because he was afraid that survivors would get upset thinking zombies were overpowered. Overpowered? We've never been overpowered. EVAR. The highest we ever were was 53%. Now we're 37% and dropping. Who's overpowered? --Sir Sonny Corleone RRF CRF DORIS Hunt! 14:13, 20 January 2007 (UTC)
- We DO have enough zombies to use this tactic, because every other zombie within "scent death" range who uses the X:00 tactic suddenly becomes a potential ally at the time you most need them- when you are about to start smashing barricades. And while I agree that some of the other stuff you mention puts zombies on the back of the bus, easier access to allies is the #1 thing zombies need. Don't go shooting your gift horse because its not a unicorn- or, if you do, at least use it to make glue. --Swiers X:00 16:25, 20 January 2007 (UTC)
- We have about 300-400 zombies part of coordinated groups right now. We can get about 200 of those coordinated. You have to take into account that maybe zombies are controlled by the same player, just in different groups. So when it comes down to it...100+ zombies? We need don't need zombies to be powerful in large hordes anymore because we can't get large hordes. We need small groups of zombies, about 5+, to be killing machines. --Sir Sonny Corleone RRF CRF DORIS Hunt! 16:29, 20 January 2007 (UTC)
- I know- and that is exactly the size of strike group this idea seems likely to promote. However, some basic math can demonstrate that currently, in terms of long term strategy, a zombie strike group of 7+ members is potentially as effective as any PK group can be. Which I agree, is still to weak, especially as that is the best case scenario; the horde size needed to "bridge the gap" can easily rise to 15+ with various factors, and its rare that such a big horde finds a safe house that enables them to max out on carnage, so even such big groups don't realistically bridge the gap. TBH, zombies pretty much need x-ray vision, both for game balance and believability. In what zombie movie do you ever see hordes attacking EMPTY buildings? --Swiers X:00 16:42, 20 January 2007 (UTC)
- We have about 300-400 zombies part of coordinated groups right now. We can get about 200 of those coordinated. You have to take into account that maybe zombies are controlled by the same player, just in different groups. So when it comes down to it...100+ zombies? We need don't need zombies to be powerful in large hordes anymore because we can't get large hordes. We need small groups of zombies, about 5+, to be killing machines. --Sir Sonny Corleone RRF CRF DORIS Hunt! 16:29, 20 January 2007 (UTC)
- We DO have enough zombies to use this tactic, because every other zombie within "scent death" range who uses the X:00 tactic suddenly becomes a potential ally at the time you most need them- when you are about to start smashing barricades. And while I agree that some of the other stuff you mention puts zombies on the back of the bus, easier access to allies is the #1 thing zombies need. Don't go shooting your gift horse because its not a unicorn- or, if you do, at least use it to make glue. --Swiers X:00 16:25, 20 January 2007 (UTC)
Wow... Yeah, that's what zombies need at the moment. Yep. Way to go.--Labine50 MH|ME|P 06:21, 21 January 2007 (UTC)
Making zombie numbers healthier is mostly about tweaking very boring things, which don't make it to news announcements (which are more of a list of things that it'd be bad for players not to know had changed, rather than an exhaustive changelog). The signup-stage blurbs and the new-zombie placement rules have also been altered in favour of the dead, but it'll obviously take at least a few days before I can judge the impact they're having on the game, and how urgently further changes are needed. --Kevan 19:27, 21 January 2007 (UTC)
- I don't mean any disrespect in anything. Kevan. I'm just one of those blatantly honest kind of guys. One reason why so many dedicated zombies quit was because of the barricade issues. Survivors don't need Extremely Heavily Barricaded buildings when they have 1,000+ people inside. That was needed when 50+ people used to defend Malls. Memories of Life was needed because at one time doors were the only line of defence, now they aren't so that's a waste of a skill. If you fix these issues that'll make survivors want to run and attack instead of defend then the game will be fixed, for the most part. --Sir Sonny Corleone RRF CRF DORIS Hunt! 00:02, 22 January 2007 (UTC)
- Nothing will make the humans *want* to attack, short of getting humans to want XP. I mean, there's no real point in attacking a Zombie when it only takes them 1/6AP to stand up, vs. the AP it takes to find/load ammo and attack the Zed, all while leaving enough AP to make it back to a safe house. It's simply not worth the risk of going out of one's way to attack Zeds unless you want XP. TheUncleBob 06:59, 25 January 2007 (UTC)
- Sonny, I've followed your comments for quite a while, particularly those about the game being "broken," but I've never really grasped what you think would make the game more fun for all parties concerned. In short, I don't know what you see the point of the game to be. My feeling is that the fun factor has less to do with particular ratios of humans/zombies, but how the game plays out for the majority of players. Reversing the current percentages, or achieving a 50/50% balance doesn't necessarily mean the game will be more fun for all, even if it would give zombies a very temporary high--and I assume fun is the end goal of everyone who plays. I know my harman is plenty griefed by a handful of zombies who, coordinated, easily break down EHB cades and kill at least a few of us, and generally keep us out of our key resource buildings. If zombies were more powerful, we couldn't even remain nearby to keep things interesting for all parties. --Barbecue Barbecue 07:19, 25 January 2007 (UTC)
- The game used to never be broken. Updates only came to keep people interested. Ever since January 2006 every update was made to try to fix the game, but it hasn't been fixed yet. Memories of Life was created because there was no barricades. Barricades were made because zombies could easily get in. They were high because at most times only 50 people defended Malls. With 1,000 people defending a Mall you don't need high barricades. They shouldn't even be in Malls during a siege! Kevan made Free Run so that you could escape easily and get into a safer location. Instead you guys act like a deer in headlights. --Sir Sonny Corleone RRF CRF DORIS Hunt! 21:01, 25 January 2007 (UTC)
- Because there's no incentive not to. If I run away from a siege, then I'm sitting in a building somewhere doing nothing and feeling a bit bored. If everyone runs away from a siege there's a load of zombies who've just broken down the 'cades to find only a couple of trenchcoaters and are standing around feeling rather bored. If I stay behind and fight, I have fun. The zombies have fun. If and when I die and the siege ends, I get on the metagame, get revived, and then have fun retaking the place from zombies who are having fun trying to stop me. Until death becomes more than a small inconvienience, your grand vision of survivors running from attack just ain't happening. We've got nothing to lose. --Preasure 21:22, 25 January 2007 (UTC)
- The game used to never be broken. Updates only came to keep people interested. Ever since January 2006 every update was made to try to fix the game, but it hasn't been fixed yet. Memories of Life was created because there was no barricades. Barricades were made because zombies could easily get in. They were high because at most times only 50 people defended Malls. With 1,000 people defending a Mall you don't need high barricades. They shouldn't even be in Malls during a siege! Kevan made Free Run so that you could escape easily and get into a safer location. Instead you guys act like a deer in headlights. --Sir Sonny Corleone RRF CRF DORIS Hunt! 21:01, 25 January 2007 (UTC)