AllUrHiveRblong2usBy Your Powers Combined...Join Date: 2002-12-20Member: 11244Members
<!--QuoteBegin-NEO Phyte+Jul 30 2005, 03:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO Phyte @ Jul 30 2005, 03:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> new update. there is now a zombie upgrade that prevents revevification, and alsow has some effect on DNA analization <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Another few weeks of zombie leveling up and Necrotechs are going to be completely useless. The only class that could do anything to zombies that resulted in a more than 1AP penalty has now been nerfed. We're all dead once the zombies get this skill.
Hmm.. went with memories of life instead of digestion for my next upgrade (lvl 3 zombie ftw). The fact that zombies don't need to fear dying all that much makes me think digestion is a useless upgrade for zombies. Now.. entering buildings that is a better upgrade methinks. So. Yeah.
I checked the UD mailing list. They had this neat map editor and viewer in there which I have attached below. You can view the map in IE and theres a map editor included. Too bad the map data is incomplete. I could have used the XML files to do more neat things with my own map.
Humans are not inevitably doomed just because zombies will get the brain rot upgrade. They're inevitably doomed because of the nature of any zombie game.
Anyway, zombies should not have a gigantic penalty for dying. That would make a lot of weaker zombie players leave out of frustration because they're the ones who will die the most, thus preventing them from having enough AP to get any better.
The headshot skill is a good counter if enough people learn it and start sweeping the city. Also, have you considered why they implemented brain rot? The only people who will get it are those who would jump out of a window upon revival anyway. Basically, this is only preventing NT scientists from getting 5 XP from certain zombies. Oh noes, go learn first aid or tag some other zombies.
I'd probably say Pistol Training, since you'll be able to hit more frequently with it. That way you can get EXP more easily, provided that you actually have pistol clips that is.
Well, I got Pistol training for my Private, and now he has a pistol accuracy of 55%. Not bad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Ha, I got SG training first. Not a good idea, although it seemed like one at the time. I had around 10 shells, and a couple of shotguns. All gone now. All gone <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Yeah, definitely go with pistol. You'll find more ammo and a missed shot isn't as bad.
Yes, I realize that headshot is a level 10 skill. Still, I highly doubt most zombies are going to spend their points on brain rot until they get neck lurch/death grip, lurching gate, and memories of life at the least. That is a far way from level 10, but keep in mind that there are already plenty of high-level humans who probably have their eyes on headshot by now.
As for free running, I advise you to save that for later. Get pistol training/hand-to-hand, then get diagnose or one of the miscellaneous skills. You should be able to hold your own without free running, so long as you watch your AP and stay away from huge packs of zombies.
Bah, now I have a newspaper and I don't even remember searching for it. I need some way to get more exp...why do I always choose the wrong class when I start MMOGs? This is just like my paladin in Everquest.
AllUrHiveRblong2usBy Your Powers Combined...Join Date: 2002-12-20Member: 11244Members
<!--QuoteBegin-Manta+Jul 30 2005, 12:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Manta @ Jul 30 2005, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, I realize that headshot is a level 10 skill. Still, I highly doubt most zombies are going to spend their points on brain rot until they get neck lurch/death grip, lurching gate, and memories of life at the least. That is a far way from level 10, but keep in mind that there are already plenty of high-level humans who probably have their eyes on headshot by now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> There are not as many level 10 humans as you may think. I believe that as of 2 days ago there were 0 level 10 players, the top zombies outlevel the top humans by a good 2-3 levels.
I finally levelled up! Gots me some melee skill so my fire axe can do some dmg :3 I noticed theres a knife specialisation... what are knives like? Any point in trying to get one when I have an axe? :o
AllUrHiveRblong2usBy Your Powers Combined...Join Date: 2002-12-20Member: 11244Members
edited July 2005
The knife is just the fire axe -1 damage, same accuracy. So no, there is no point in the knife skill. In fact, all melee weapons fall before the awesome might of the fire axe.
gahhh... y'know I often wonder what goes through games designer's heads with this kinda thing; why bother with weapon diversity when you're gonna make one or two things so clearly better than all the rest it renders all else pointless once you get them? :/
Whee. Minor update to <a href='http://home.ripway.com/2004-7/137074/urbandead/worldview.html' target='_blank'>my urban dead map</a>. Now you can overlay the suburb information on the map too. I've also managed to get the map data used for the other urban dead map. I might make a movement AP calculator and add a NecroTech building overlay.
AllUrHiveRblong2usBy Your Powers Combined...Join Date: 2002-12-20Member: 11244Members
I think the point was to make axes harder to get. They're not found in as many places as the knife or the pipe, but they're found in auch an obvious place it does rather defeat the purpose. If you have a civie that's based around a mall he's more likely to find a knife than an axe, and it discourages mall civies from battle, I guess.
to be honest ayh, once people realise the axe is better they'll just swing by a firestation anyways using the map as a guide :/
I'd rather use the knife; it seems more graceful than an axe but as the game punishes you for wanting to use it and seeing as it isn't really a graphical game I'll just stick with my big axe of choppy doom :p
Here's the thing though. He would be alive, if not for the fact that the "you've used too many ap today, check back tomorrow" thing has been stopping me from playing for the past TWO DAYS. None of my characters have been able to do anything.
hey guys! they just added the new 'construction' skill that lets us bariccade buildings :o I'm gonna go see if I can find an explanation of how it works...
<!--QuoteBegin-Gwahir+Jul 31 2005, 03:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Jul 31 2005, 03:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> zero, I think your hospitals on the map are actually the clubs.... In fact I'm pretty sure. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hmm.. thats what I get for following the legend... I think I see the problem now. The legend in <a href='http://www.jonathanfletcher.f2s.com/urbandead/mapping.php?menu=worldview&suburb=1' target='_blank'>the map</a> labelled adult establishments as yellow when its another shade of pink in the map. I selected the adult establishment pink instead of the hospital pink when I was making the overlays. Easily fixed. Thanks for the heads up.
Man, that's really bothering me too. All 3 of my characters now have 50 AP, I'm sure, and I managed to use one in the past 24 hours. It's really bothering me; my cop needs to find a medic so he can get healed.
<!--QuoteBegin-Geminosity+Jul 30 2005, 02:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Jul 30 2005, 02:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hey guys! they just added the new 'construction' skill that lets us bariccade buildings :o I'm gonna go see if I can find an explanation of how it works... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well I'm gonna get it next time I get 100xp. I'd assume it'll help keep zombies out of the armories and stuff.
By the way, the connection limit resets every day at 12:00 AM GMT (7:00 PM EST for those of you on my side).
After thinking about it for a while, I've come up with a quick guide for new characters of each class. These are just my suggestions, based on thoughts and some experiences.
Military ----------------- Private: Your advantage here is that you start out with training, a gun, and ammo, so you don't have to waste as much AP searching to start with. Find a PD with zombies nearby and start shooting. Retreat to the PD to get ammo. Suggested skill progression: Pistol training (shotgun is slow, and you can't find ammo easily), body building, free running. Go however you want from there.
Medic: I highly advise against choosing this class. Why? The medic's equipment is a pistol and a first aid kit. You can't diagnose, so you risk wasting AP on a full-health survivor. You have bad aim, so you risk wasting AP and bullets missing. The fact that science skills cost even more makes it hard to be a valuable healer. However, if you somehow pull through, suggested skill progression is: Basic firearm training, pistol training, and whatever you want.
Scout: I'm not sure about this one. I would just suggest you use free running to stay indoors as much as possible. Search like mad and use first aid kits on anyone who looks like he could be injured (in a building surrounded by zombies, for example). Skill progression: Basic firearms, pistol training, construction.
Science ----------------- NecroTech: Easy. Start out by using the DNA extractor, but try to avoid areas where another NT scientist (blue name background) is. If you come across a pack of zombies and one of them has been tagged, you should probably skip it. After that, you'd best stick to the more defensive skills, since they cost less than military. Skill progression: NecroTech knowledge (the second one), diagnosis, first aid/tagging, shopping/construction.
Doctor: Now this is much easier than the medic. Find a hospital, get a few more first aid kits, and find people who look like they're in bad situations. Get to healing. Skill progression: Diagnosis, NecroTech 1/2, tagging, construction.
Civilian ----------------- Cop: This is like the private, except you have to spend 25 more XP on fighting skills. You also have to start by spending a bit more AP searching for ammo. Just lay low in or around a PD. Skill progression: Pistol training, body building, free running.
Fireman: This is a good class for those who hate searching for ammo. Your first attack has a moderate 25% chance to hit, which should get you enough experience within the first 75 AP or so. You can double up as a barricade/medic later. Skill progression: Hand-to-hand training, axe proficiency. Body building or diagnosis is good after that.
Consumer: Tough start. Just find a mall (preferably, you'd start in a suburb with a mall) and search the hell out of the drugstore. Find a gun or an axe (fire station) for later. You can also go to a hospital instead. Just get experience by healing, as that's the best chance for experience you have. After that, either get one of the combat upgrades (depending on whether you got a gun or an axe), tagging, or NecroTech skills. If you go for the NecroTech, make sure you check a map to find a NecroTech building (name is labeled in red on the online map). Skill progression: First experience gaining skill mentioned above, upgrade to that skill, bargain hunting/body building.
Corpse: I think most people have this one figured out. Just bite until you can get neck lurch. I'd suggest going for lurching gait after that, then memories of life. A lot of people are getting smart enough to hide these days.
EDIT: To Condizzle, I think the barricades might keep players out, too. Best for sieges and safehouses, I guess.
Comments
Another few weeks of zombie leveling up and Necrotechs are going to be completely useless. The only class that could do anything to zombies that resulted in a more than 1AP penalty has now been nerfed. We're all dead once the zombies get this skill.
I checked the UD mailing list. They had this neat map editor and viewer in there which I have attached below. You can view the map in IE and theres a map editor included. Too bad the map data is incomplete. I could have used the XML files to do more neat things with my own map.
Anyway, zombies should not have a gigantic penalty for dying. That would make a lot of weaker zombie players leave out of frustration because they're the ones who will die the most, thus preventing them from having enough AP to get any better.
The headshot skill is a good counter if enough people learn it and start sweeping the city. Also, have you considered why they implemented brain rot? The only people who will get it are those who would jump out of a window upon revival anyway. Basically, this is only preventing NT scientists from getting 5 XP from certain zombies. Oh noes, go learn first aid or tag some other zombies.
Well, I got Pistol training for my Private, and now he has a pistol accuracy of 55%. Not bad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yes, I realize that headshot is a level 10 skill. Still, I highly doubt most zombies are going to spend their points on brain rot until they get neck lurch/death grip, lurching gate, and memories of life at the least. That is a far way from level 10, but keep in mind that there are already plenty of high-level humans who probably have their eyes on headshot by now.
As for free running, I advise you to save that for later. Get pistol training/hand-to-hand, then get diagnose or one of the miscellaneous skills. You should be able to hold your own without free running, so long as you watch your AP and stay away from huge packs of zombies.
There are not as many level 10 humans as you may think. I believe that as of 2 days ago there were 0 level 10 players, the top zombies outlevel the top humans by a good 2-3 levels.
I noticed theres a knife specialisation... what are knives like? Any point in trying to get one when I have an axe? :o
I'd rather use the knife; it seems more graceful than an axe but as the game punishes you for wanting to use it and seeing as it isn't really a graphical game I'll just stick with my big axe of choppy doom :p
Here's the thing though. He would be alive, if not for the fact that the "you've used too many ap today, check back tomorrow" thing has been stopping me from playing for the past TWO DAYS. None of my characters have been able to do anything.
I'm gonna go see if I can find an explanation of how it works...
Hmm.. thats what I get for following the legend... I think I see the problem now. The legend in <a href='http://www.jonathanfletcher.f2s.com/urbandead/mapping.php?menu=worldview&suburb=1' target='_blank'>the map</a> labelled adult establishments as yellow when its another shade of pink in the map. I selected the adult establishment pink instead of the hospital pink when I was making the overlays. Easily fixed. Thanks for the heads up.
(also that stupid connection limit thing is stopping me as well! grr! )
I'm gonna go see if I can find an explanation of how it works... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well I'm gonna get it next time I get 100xp. I'd assume it'll help keep zombies out of the armories and stuff.
After thinking about it for a while, I've come up with a quick guide for new characters of each class. These are just my suggestions, based on thoughts and some experiences.
Military
-----------------
Private: Your advantage here is that you start out with training, a gun, and ammo, so you don't have to waste as much AP searching to start with. Find a PD with zombies nearby and start shooting. Retreat to the PD to get ammo. Suggested skill progression: Pistol training (shotgun is slow, and you can't find ammo easily), body building, free running. Go however you want from there.
Medic: I highly advise against choosing this class. Why? The medic's equipment is a pistol and a first aid kit. You can't diagnose, so you risk wasting AP on a full-health survivor. You have bad aim, so you risk wasting AP and bullets missing. The fact that science skills cost even more makes it hard to be a valuable healer. However, if you somehow pull through, suggested skill progression is: Basic firearm training, pistol training, and whatever you want.
Scout: I'm not sure about this one. I would just suggest you use free running to stay indoors as much as possible. Search like mad and use first aid kits on anyone who looks like he could be injured (in a building surrounded by zombies, for example). Skill progression: Basic firearms, pistol training, construction.
Science
-----------------
NecroTech: Easy. Start out by using the DNA extractor, but try to avoid areas where another NT scientist (blue name background) is. If you come across a pack of zombies and one of them has been tagged, you should probably skip it. After that, you'd best stick to the more defensive skills, since they cost less than military. Skill progression: NecroTech knowledge (the second one), diagnosis, first aid/tagging, shopping/construction.
Doctor: Now this is much easier than the medic. Find a hospital, get a few more first aid kits, and find people who look like they're in bad situations. Get to healing. Skill progression: Diagnosis, NecroTech 1/2, tagging, construction.
Civilian
-----------------
Cop: This is like the private, except you have to spend 25 more XP on fighting skills. You also have to start by spending a bit more AP searching for ammo. Just lay low in or around a PD. Skill progression: Pistol training, body building, free running.
Fireman: This is a good class for those who hate searching for ammo. Your first attack has a moderate 25% chance to hit, which should get you enough experience within the first 75 AP or so. You can double up as a barricade/medic later. Skill progression: Hand-to-hand training, axe proficiency. Body building or diagnosis is good after that.
Consumer: Tough start. Just find a mall (preferably, you'd start in a suburb with a mall) and search the hell out of the drugstore. Find a gun or an axe (fire station) for later. You can also go to a hospital instead. Just get experience by healing, as that's the best chance for experience you have. After that, either get one of the combat upgrades (depending on whether you got a gun or an axe), tagging, or NecroTech skills. If you go for the NecroTech, make sure you check a map to find a NecroTech building (name is labeled in red on the online map). Skill progression: First experience gaining skill mentioned above, upgrade to that skill, bargain hunting/body building.
Corpse: I think most people have this one figured out. Just bite until you can get neck lurch. I'd suggest going for lurching gait after that, then memories of life. A lot of people are getting smart enough to hide these days.
EDIT: To Condizzle, I think the barricades might keep players out, too. Best for sieges and safehouses, I guess.