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dathgale's Blog

Male, 21, PA, US

Yet another gamer, as though there aren't enough of those around. I play all sorts of strategy and action games, and I'm interested in game development, which I do in my spare time.

When I play, I like... big things. Epic moments. I try hard to play my best, and in team games, to start group movements. I also think big thoughts, hence my signature Long Post.

AIM: Dathgale

http://www.risingsnowflake.com/
Member For: 1 year, 6 months
Posts: 115
Top Post By dathgale (3 thumbs up):

It looks like we're coming up on another milestone. We seem to be in tentative agreement over specifically how our group should operate. So let's give it a try, shall we? Here's what I think we should do:

- Target the WENT BUILDING in Stanbury Village. Log in every day and kick them out of our NT until there are none left.
- Our field HQ should be the JOYNER BOULEVARD POLICE DEPARTMENT. We should all sleep there so no one misses in-game communication.
- If you are killed, use the wiki revive point at YEOMAN PARK. The place is swarming with survivors, so you should have no problem getting a revive.

The reason I suggest the Went Building is because apparently there is a major battle going on. If we can turn the tide and help drive away the RRF, that would be a major contribution to the survivor cause-- something great to have on our wiki. There is also very little chance of major failure. The zombies are attacking Went, not Joyner, so we should be safe. If we do get eaten, there's a major revive point nearby, so it's no big deal... and we might want to move our field HQ.

As soon as everyone is in agreement, we will proceed to our field HQ and start knocking down zombies.

- from the topic: Let's do something!

Recent Posts by dathgale:

FORUM MOVED

June 17, 2008 by dathgale

Re: Squad I Operations

June 10, 2008 by dathgale

I hope everyone has had a chance to stock, because there is a small mob of zombies milling around with the survivors in Greenhow. Let's direct today's strike (at 0:00 GMT, remember) at those zombies inside Greenhow to resecure the building.

Re: The future of this group (again)

June 9, 2008 by dathgale

I would do it this way for two reasons:
1. It keeps us from overkilling minor buildings-- we will gain ground faster this way.
2. It spreads us out so it's harder to kill all of us at once, which can be nice if another massive horde comes around.

Re: Squad I Operations

June 9, 2008 by dathgale

Too many of us are don't have the ammo to commit another full strike, so let's restock at NE Nichols Mall. Don't kill zeds until you are stocked, and when you are stocked, don't use ammo to kill zeds.

Also, let's switch to a loadout with more clearing power. If you are not a light gunner with a heavy item, then gather shotguns for a heavy gunner inventory.

Re: In-game religion?

June 9, 2008 by dathgale

I was wondering that.... The world is several billion years old and we are free to do as we like. ^_^

Re: The future of this group (again)

June 8, 2008 by dathgale

Say something!

Re: Forum security

June 8, 2008 by dathgale

Not Lefora, but most forums, yes.
I thought you knew this already, so I took your post as a suggestion that we should.

Re: Guide for New Players (Levels 1-5)

June 8, 2008 by dathgale

Either Free Running, or Hand-to-Hand Combat.

Construction does not help you level and there are plenty of other players in and around Roftwood who can barricade. If you're playing as a meatshield, construction would be nice, but this is an offensive group, not a defensive one.

Hand-to-Hand Combat will maximize your skill with the axe so you can kill just over a single zombie in a day so you level faster (about once every 2 days).

Free Running, on the other hand, will give you a wider selection of safehouses to sleep in, and it will let you keep up with our strike team. Due to the massive amounts of overbarricading going on lately, you might find it hard to get inside, except through a ruined building.

If you die because you can't find an entry point (or for any other reason), you can just attack other zombies for experience while you wait for a revive, so I think Hand-to-Hand Combat is probably your best bet. Then get Free Running so you stay alive to enjoy your new faster leveling.

Re: Squad I Operations

June 8, 2008 by dathgale

Greenhow is breached, so let's counterattack tomorrow, and if there are still zombies there fall back to Grimshaw (instead of Joyner). If Greenhow is resecured, continue pressuring Went.

Re: So, who are you?

June 8, 2008 by dathgale

Of course you should join us. We're currently in a battle, so we aren't traveling far at the moment. Our strike team is currently located at The Greenhow Building in northwestern Roftwood. It's posted in our squad operations thread. Everyone else is nearby.

Re: So, who are you?

June 7, 2008 by dathgale

Welcome, Here For Sushi. Of course you may join us. We're always looking for new members who enjoy organized zombie killing. I guess that's like zombie genocide. Sure that word has negative connotations, but remember that most MMORPGs have a leveling system that comes down to disorganized genocide of local fauna.

That's a good choice of a class, firefighter. It's probably the fastest class to level.

PKing isn't bad any more than playing as a zombie is. It's just normally against what it means to be a "survivor player", so we don't do it.

So welcome aboard. I look forward to seeing you at the front line. =)

Re: Forum security

June 7, 2008 by dathgale

I was thinking we would only hide the command forums. Information for each squad would only be visible to squad members and the leaders higher in the same hierarchy. Stuff about the group in general is better left public, so people can get a feel for our group.

Re: Squad I Roster

June 7, 2008 by dathgale

That post would have been better in either Squad I Chat or Squad I Operations (discussion).

Re: Forum security

June 7, 2008 by dathgale

"Lefora does not support hidden forums or forum categories"

I can make it so I have to approve a player who joins, but that only serves to cut spam, of which we have none.

Re: Squad I Roster

June 7, 2008 by dathgale

It goes quickly. Since you have the shotguns, you can be a heavy gunner. So we're set. We just need to fill out the squad with light gunners.

Forum security

June 7, 2008 by dathgale

I talked to Herma over email and it appears that her main issue with this group is that our forum is visible by everyone. It certainly makes it easy for people like our friends at AoM to find us. Unfortunately, Lefora does not support hidden forums or forum categories, so we would have to move to another forum in order to have secure forum categories.

I don't think it's a big deal right now, but as our group grows we'll have more intricate plans that can be messed up by... (ahem) "friends" visiting our forum, so it's something to think about.

What do you think?

Re: Squad I Roster

June 7, 2008 by dathgale

That's fine; someone else with shotguns can sign up for heavy gunner.

The future of this group (again)

June 7, 2008 by dathgale

Another important Long Post... here goes:

I've been doing a lot of thinking on how to make a large, effective group, and after talking to people for countless hours and mulling over various cause and effect relationships, I think I've hit on something. It's nothing exactly new, but I've come to understand what I already knew better.

So first off, we have to "begin with the end in mind". You'll find that phrase or something similar in a number of self-improvement books. I'm finding that it's very true. Nick, you've warned me against getting ahead of myself, which I have a tendency to do, but if we don't begin with a goal in mind, we won't achieve that goal.

So let's dream a little, shall we? How about 1000 members? On the stats page? It won't happen for awhile... it may never happen. But it won't happen if we don't try, right? So let's try!

With that many members, we could easily lock down entire suburbs. I'm imagining the battle plans laid down by the commander-in-chief-- drawn on the CITY map, not the SUBURB map like we do now. Instead of being worried about single buildings, we'll fight over entire suburbs... retake two malls at the same time... turn Ridleybank from red directly to green....

Absurd? Maybe...! I mean, seriously. Take over the zombie homeland? But think about it-- challenges make the game fun. Would you want to go back to third grade? I, for one, don't get anything out of easy A's.

Keep in mind, again, that this won't happen immediately. This is long-term thinking. Our plans will most likely change as we execute them, but without a plan, we're not going to form the most uberest survivor group ever.

Furthermore, we won't stop at 1000 members. When we reach 1000, we'll set new goals... either obliterate stuff harder, or perhaps migrate to a new game and obliterate stuff there. We can discuss this in depth as we approach 1000 members, although if you would like to suggest additional goals for either before or after 1000 members, please speak up.

So how are we going to do this? Well, my plans are very sketchy, and I'm posting about this so I can get lots of feedback.

First off, in order to keep such a massive group responsive and flexible, we will absolutely need a command hierarchy. A series of parallel groups (like an alliance) is easy enough to form, but it's much too high-maintenance to fit into our schedules. I will describe the hierarchy system from the bottom up because the subdivision sizes are determined by what is effective, not what will let us reach 1000 evenly.

8-12 soldiers in a squad led by a corporal
__ 3-5 squads in a platoon led by a lieutenant (24-60 soldiers)
__ __ 6-8 platoons in a company led by a captain (132-480 soldiers)
__ __ __ all captains report directly to the marshal

If we decide to take this further, we can combine 6-8 companies into a regiment led by colonels (792-3840 soldiers), and have the colonels report directly to the marshal. Higher layers will continue with the 6-8 pattern.
...
>.> Probably not, but I like leaving our options open.

I chose the squad size based on what is effective and manageable. Less than 6 people is probably too few, and more than 10 is a real handful, but we take casualties and have inactivity, so it's good to have a few extra. Since a single squad of about 8 members can take a zombie-infested building by itself on a good day, and a single platoon can hold a minor NT by itself, that makes it a good optimal squad size.

I chose to give platoon leaders less to manage than captains and the marshal because lieutenants are likely to be less experienced leaders, or leaders who have less time on their hands.

Squads and platoons can be specialized, the same as individuals can. A platoon of 4 squads may have a squad of heavy gunners, two of light gunners, and one with combat medics who operate from behind the front line, for example.

That would make up the bulk of the RER. There would be other jobs too, though. We would need in-game units that perform reconnaissance so we aren't attacking blindly, and metagame agents who keep up with the forums of groups that interest us. We will need a diplomat to interact with other groups. A writer or two for the wiki would be nice, to keep us well advertised and to keep up with the news that our group generates. We will probably also need a number of moderators to keep the forum from becoming a tangled mass of posts, and to deal with any issues caused by large numbers of randoms coming and posting on our forum.

Large numbers of people not coordinating or cooperating can make us lose a lot of efficiency, so I think we should require everyone to join a squad (or be leading a division of our group), and make sure that we have squads that don't take much time or commitment to play.

I think that mostly sums up what we will need to make the group run smoothly. It's going to take effort from a lot of people if we're going to pull off something like this 'cause I can't do it all myself.

Re: So, who are you?

June 7, 2008 by dathgale

Hi welcome. Could you tell us a bit about yourself, and how you found out about us?

Re: Squad I Operations

June 7, 2008 by dathgale

Slight change of plans: when Went is in survivor hands, restock from Greenhow. We will counterattack until Went stays in survivor hands long enough to restock, and then we will move to Halsey and proceed as planned.

Re: Squad I Operations (discussion)

June 7, 2008 by dathgale

I guess it wouldn't break up the plan to restock from Greenhow after taking Went. I'll update our strike plan.

There's no need to revive ourselves inside Roftwood unless the zombies obliterate the place. If we all die, we wait for revives from other groups and counterattack from Joyner.

Re: Overbarricading... frustrating

June 7, 2008 by dathgale

Most forums just let you not reply to a thread and let it drop off the bottom of the front page of the category, which was what I intended.

Re: Wiki Template

June 7, 2008 by dathgale

Yeah, I think the pale blue goes works better because it looks like you're seeing a giant skull at a distance, and objects at a distance tend to color-shift towards blue. The red flattens the image.

Other effects... I like the glowing text, although it makes it hard to see the skull's face. Perhaps you could move the skull to the right and put the text behind it so we have an unobstructed view of its face? Or maybe just flip the skull horizontally.

Subtle additions? I hardly notice them. They're nice to have, though, for when someone takes a close look at our group image.

Re: Squad I Operations

June 7, 2008 by dathgale

Greenhow is clear, everyone move in ASAP!

Next target is Went. Remember the strike time is 0:00 GMT. If you can't make that time, get as close as you can. We will strike every day at 0:00 GMT until we take Went. When Went is in survivor hands, don't sleep there but move to Halsey Auto Repair to restock.

Re: Squad I Roster

June 6, 2008 by dathgale

Now we just need fuel. Or maybe I should carry fuel too so I can install a working generator alone. I use spray cans a lot too, so this can work out.