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Post by wronghorn on Mar 28, 2006 15:00:16 GMT -5
Now with revives costing 10AP they'll be a lot slower coming. Anyone that's hoping for a quick one will probably have to wait even longer now. Between the gen killers and the revive lines I don't see how we're going to get many revives going at all.
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Dark Pete
Sebright Archivist
Resident Cloning Expert
Posts: 184
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Post by Dark Pete on Mar 28, 2006 16:05:55 GMT -5
Exactly, I cant see how anyone at a revive point has a hope unless they've specifically requested a revive somewhere. I mean who's going to spend 31AP minimum, to blindly revive someone. Its a shame, it'll also really hurt any low-level NT's roaming around, as a further reduction in their possibility to gain xp.
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Dolphin
Sebright Curators
Posts: 352
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Post by Dolphin on Mar 28, 2006 22:43:02 GMT -5
I think all zombies at revive should go On Strike. This rule is griefing. Who the hell would choose a Scientific class now. And how many of the latest changes have been in favour of zombies.
Bahhh, I get a better success rate as a zombie. Bahhh.
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Lachton
MCV
Hooked on REVIVE
Minister for Syringes
Posts: 94
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Post by Lachton on Mar 29, 2006 6:41:20 GMT -5
I swear the changes were aimed soley at me. I have a small arsenal worths of revives, now useless en masse. So it may be a while before I get around to reviving anyone.
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Post by celt on Mar 31, 2006 6:21:58 GMT -5
I see somebody has set up a group page to this effect Dolphin. I've already changed my profile.
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Post by A big strong fireman on Mar 31, 2006 7:12:28 GMT -5
While I think the cost of 10 AP per revive is too high, I have to say that I had just been thinking recently that there's not enough fear in the game. (Well, what actually happened is that I was having a lousy day and caught myself thinking, "I'd rather be living in Malton," and then realized that the only way life in the middle of a zombie apocalypse could seem preferable to mine is that there isn't really any fear of death involved in the proceedings.) Under the old arrangement, a lot of people seemed to throw their lives away too casually, taking risks that were entirely unreasonable, because they were so certain they could be revived quickly. Perhaps a different adjustment would have had the same effect of adding more peril to the game, but I think making death a little more to be feared is a good thing.
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Post by celt on Mar 31, 2006 11:36:50 GMT -5
I think it's Kevan's way to balance the numbers and to get the zombies to win at Caiger. Personally, I think it sucks big time.
Now, if you're not in a group, you won't get revived.
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Post by wronghorn on Mar 31, 2006 12:24:24 GMT -5
Well, the zombies gave up at Caiger, I think they moved into Dunell Hills. Right now we've got our own problems in Molebank, mostly having to do with there being no warm bodies to take out the cold ones.
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Post by celt on Apr 1, 2006 2:54:11 GMT -5
Well,
Reading the DEM boards, it seems that you get 4 XP for scanning and 10 for revives. Also, it tells you that there is a brain rot in the spot. Still no link to the person's UD profile yet.
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