Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Dawn of the Dead {Zombie MMO}

135

Comments

  • EQIIfanEQIIfan Member UncommonPosts: 15
    Originally posted by deplorable

    Originally posted by EQIIfan

    I like the thought of permanent death - it adds to the suspense, etc. - but the problem is that i don't want to have a lvl 30 character and end up getting pwnd. I would quit playing definitely.

     

    that's what made me think a level system was stupid, this would just be about whatever skills and equipment you could grab.

    i mean you want the feel of a resi game, but not linear or obvious. And by the time end game came you'd be bored.

    So an evolving world, where you could build a base with your own friends.. that way if you died.. you could get there with your new character and grab any equipment they find, and keep a storage of it.

    Your entire guild would be working for each other, and everybody else. It's whats lacking in MMOs, that feeling that  your not safe.. your friends are there... and you're as needed as everyone else.

    okay, now that makes a lot more sense. though, would not lvling take away from the feeling of accomplishment? and even if it is skill based, if your skills were always going to be equal to a noob, then why play? you may get new skills and more of them, but if they are no better than what you had before, then why continue playing?
  • Jimmy_ScytheJimmy_Scythe Member CommonPosts: 3,586
    Read this. It should tell you everything you need to know about how a zombie MMORPG needs to be set up.

  • deplorabledeplorable Member Posts: 418
    Originally posted by retrospectic

    Originally posted by deplorable

    Originally posted by EQIIfan

    I like the thought of permanent death - it adds to the suspense, etc. - but the problem is that i don't want to have a lvl 30 character and end up getting pwnd. I would quit playing definitely.

     

    that's what made me think a level system was stupid, this would just be about whatever skills and equipment you could grab.

    i mean you want the feel of a resi game, but not linear or obvious. And by the time end game came you'd be bored.

    So an evolving world, where you could build a base with your own friends.. that way if you died.. you could get there with your new character and grab any equipment they find, and keep a storage of it.

    Your entire guild would be working for each other, and everybody else. It's whats lacking in MMOs, that feeling that  your not safe.. your friends are there... and you're as needed as everyone else.


    That last line is gold.  I agree completely.  One reason most MMOs make players feel burned out is because most players feel unimportant and more like they are riding a disney ride than playing a game where they have an impact.

    lol.. talk about my line being gold... your line was far better !
  • VenkhVenkh Member Posts: 2
    Jimmy beat me to the link.
  • retrospecticretrospectic Member UncommonPosts: 1,466
    I really like the idea of a player's change not being obvious.  It would be so cool for a group chat to go like this:



    John: Ok, now we are going to have to pull back.

    Frank: Roger.

    Gen: Okie doke

    Steve:.....

    John: Come on Steve you are going to get yourself killed.

    John: Steve?

    Steve: RAAAAARRLRLRLRLRLRL
  • DoomsayerDoomsayer Member Posts: 344

    Permadeath is really the only way to go, this is a survivablility game. If you dont risk everything in a game like this, then it really takes away from the feel. Thats why I suggested maybe a fraction of your skill points or something carrying over to the next character. Some sort of bonus.

    As far as skills, everyone should have equal access to all skills. And of course many people will have similar templates, because in that situation you are going to need the same skill to survive. Thats just logical.

    As for PvP. Free for all, factional, or both...all make sense. But the game areas and horde numbers can be tweaked to discourage rampant griefing. As in, too busy fighting another players? Then the horde in the area isnt being dealt with, and they might end up zerging the players in the area. So cooperation is pushed. PvP in a game like this should be centered around rescources. Shouldnt be wasting time and effort on killing players when the undead need to be destroyed unless their is an obvious goal, such as some sort of rescource, guns, ammo, medical supplies etc.

    And melee weapons should be an integral part of the game, as ammo should be somewhat hard to find. Without mass production anymore seeing as the market place of the world should be in shambles.

     

    ________________________________

    Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.

  • EQIIfanEQIIfan Member UncommonPosts: 15
    Originally posted by retrospectic

    I really like the idea of a player's change not being obvious.  It would be so cool for a group chat to go like this:



    John: Ok, now we are going to have to pull back.

    Frank: Roger.

    Gen: Okie doke

    Steve:.....

    John: Come on Steve you are going to get yourself killed.

    John: Steve?

    Steve: RAAAAARRLRLRLRLRLRL
    rofl... i think that that would be amazing. sounds like fun.
  • EQIIfanEQIIfan Member UncommonPosts: 15
    With PvP, i think that there could just be servers that are PvP and some servers that have certain areas that are dedicated to PvP.
  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by Doomsayer


    Permadeath is really the only way to go, this is a survivablility game. If you dont risk everything in a game like this, then it really takes away from the feel. Thats why I suggested maybe a fraction of your skill points or something carrying over to the next character. Some sort of bonus.
    As far as skills, everyone should have equal access to all skills. And of course many people will have similar templates, because in that situation you are going to need the same skill to survive. Thats just logical.
    As for PvP. Free for all, factional, or both...all make sense. But the game areas and horde numbers can be tweaked to discourage rampant griefing. As in, too busy fighting another players? Then the horde in the area isnt being dealt with, and they might end up zerging the players in the area. So cooperation is pushed. PvP in a game like this should be centered around rescources. Shouldnt be wasting time and effort on killing players when the undead need to be destroyed unless their is an obvious goal, such as some sort of rescource, guns, ammo, medical supplies etc.
    And melee weapons should be an integral part of the game, as ammo should be somewhat hard to find. Without mass production anymore seeing as the market place of the world should be in shambles.
     
    How about players respawn at the starting area with a skill loss rather than giving a whole new character random skills for no reason?  Perma death isn't really perma death if you are just rerolling the same hybrid character over and over.
  • deplorabledeplorable Member Posts: 418
    Originally posted by EQIIfan

    Originally posted by retrospectic

    I really like the idea of a player's change not being obvious.  It would be so cool for a group chat to go like this:



    John: Ok, now we are going to have to pull back.

    Frank: Roger.

    Gen: Okie doke

    Steve:.....

    John: Come on Steve you are going to get yourself killed.

    John: Steve?

    Steve: RAAAAARRLRLRLRLRLRL
    rofl... i think that that would be amazing. sounds like fun.



    that's it in a nutshell... it has to be a game, you can sit down and just have fun. Whether its with friends, killing zombies, building baricades awaiting the next guild assault on your base. Or going out in a couple of trucks with a few men to stock up.

    It's hard to create an MMORPG with the feeling of resident evil - fallout with the feeling of Halo 2. That buzz you get from helping out a guild mate whose been there for months, getting that nod of approval from the guy next to you.

    The sudden realisation that the alley next to you - lights have gone off... and you only have a street lamp, a few mates and the stretching darkness. The sound of dragging feet... echoing in your speakers. Your leader is already on the chat, asking for backup....

  • DoomsayerDoomsayer Member Posts: 344
    Well if you keep designing the same character over and over, maybe thats why they keep dieing. Who knows? Try something different. The combat is going to have to be twitch, so I dont see skill points going into to combat skills, and shouldnt be. I dont even envision combat skills being on the list. Only medic skills, or crafting skills, such as weapon design and making, food processing skills, maybe even mechanical skills if there are going to be vehicles, etc. With a little creativity, the skill point system can lead to many different templates. Once again, combat skills, should NOT be trainable skill areas, or even advance with use. The combat system should be twitch based.

    ________________________________

    Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.

  • retrospecticretrospectic Member UncommonPosts: 1,466
    The worst part is the dark.  I think a really good night/day system would be excellent in a game like this.  Think about having to make most of your moves in the daylight.  Get to a store/house/fortification during daylight and at night hope no random army of undead comes walking around the corner.  Oh man, that would rock.



    Also, traps.  Being able to build traps that start zombies on fire/blow them to pieces would be cool.  Basically creating a need for crafting type skills.
  • deplorabledeplorable Member Posts: 418
    Originally posted by retrospectic

    Also, traps.  Being able to build traps that start zombies on fire/blow them to pieces would be cool.  Basically creating a need for crafting type skills.

     

    that... that's genius!; molatov coctails, claymore mines, tripwires, home made napalm... that list is endless.

  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by Doomsayer

    Well if you keep designing the same character over and over, maybe thats why they keep dieing. Who knows? Try something different. The combat is going to have to be twitch, so I dont see skill points going into to combat skills, and shouldnt be. I dont even envision combat skills being on the list. Only medic skills, or crafting skills, such as weapon design and making, food processing skills, maybe even mechanical skills if there are going to be vehicles, etc. With a little creativity, the skill point system can lead to many different templates. Once again, combat skills, should NOT be trainable skill areas, or even advance with use. The combat system should be twitch based.
    Even in twitch based there could be room for combat skills.  Perhaps someone who picks up a new weapons type would be less accurate.  Basically better weapon skill means you can fire rapidly without losing your target.  With a low weapon skill you'd shoot wildly more often and perhaps alert other zombies.
  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by deplorable

    Originally posted by retrospectic

    Also, traps.  Being able to build traps that start zombies on fire/blow them to pieces would be cool.  Basically creating a need for crafting type skills.

     

    that... that's genius!; molatov coctails, claymore mines, tripwires... that list is endless.



    Indeed.  You could have a whole skill tree (or list) devoted to the construction of structures, fortifications, traps, explosives, demolitions, and other useful skills that don't directly fight zombies, but use their own habits against them.
  • retrospecticretrospectic Member UncommonPosts: 1,466
    And having a low skill in these areas would mean a lot of things.  You would make crappy defenses against zombies.  The boards you used to secure the doors would break with few hits.  The wall you build would fall down.  The best would be a person with 0 skill trying to set up a trip mine.



    "Whoop..-BOOM-"
  • EQIIfanEQIIfan Member UncommonPosts: 15

    yeah. i think it would be fun to throw a molotov into a pit of zombies. and btw... we would need a mall... and a photographer.

    but for real. i just thought of something. in Dawn of the Dead i think it was (i can't remember) there was a dog and zombies didn't attack it. you could utilize a dog or some type of pet to get food. if there are a bunch of zombies between you and a food pile, just send your dog to run through and grab you some twinkies.

  • JimmyLegsJimmyLegs Member Posts: 361
    Alot of post so this might have been said:



    Weapon skill system, cap is 200 (random number) your skill is at 100, you're a decent shot but still no gun-slinger sniper. As your life / meter is lowered your skills get worse, panic mode! So you really have "Pistol 100/200 (-35 [Low life])" The [ ] Indecate the reason so you can rectify it.



    No doubt I would play this game no matter who made it!
  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by EQIIfan


    yeah. i think it would be fun to throw a molotov into a pit of zombies. and btw... we would need a mall... and a photographer.
    but for real. i just thought of something. in Dawn of the Dead i think it was (i can't remember) there was a dog and zombies didn't attack it. you could utilize a dog or some type of pet to get food. if there are a bunch of zombies between you and a food pile, just send your dog to run through and grab you some twinkies.
    If I remember correctly that idea didn't really work out too well. 
  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by JimmyLegs

    Alot of post so this might have been said:



    Weapon skill system, cap is 200 (random number) your skill is at 100, you're a decent shot but still no gun-slinger sniper. As your life / meter is lowered your skills get worse, panic mode! So you really have "Pistol 100/200 (-35 [Low life])" The [ ] Indecate the reason so you can rectify it.



    No doubt I would play this game no matter who made it!
    Yeah.  Having a system which made combat feel real would be awesome.  Especially if when you got scared you just fired wildly wasting valuable ammos.
  • DoomsayerDoomsayer Member Posts: 344

    All those skills you just listed would be great for a skill based system.

    As for shooting being a skill? I don't see it, man. Anyone can pull a trigger pretty much as fast as anyone else. And a gun is going to make the same amount of noise going off no matter how skilled you are at using it. Now crafting a silencer for it, thats another matter. I still believe firmly that the combat should be twitch.

    ________________________________

    Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.

  • EQIIfanEQIIfan Member UncommonPosts: 15
    Originally posted by retrospectic

    Originally posted by EQIIfan


    yeah. i think it would be fun to throw a molotov into a pit of zombies. and btw... we would need a mall... and a photographer.
    but for real. i just thought of something. in Dawn of the Dead i think it was (i can't remember) there was a dog and zombies didn't attack it. you could utilize a dog or some type of pet to get food. if there are a bunch of zombies between you and a food pile, just send your dog to run through and grab you some twinkies.
    If I remember correctly that idea didn't really work out too well. 

    yeah, but i wouldn't drop my dog 2 or 3 stories to run some food to a dude across the street. lol
  • JimmyLegsJimmyLegs Member Posts: 361
    No Doomsayer, if you NEVER fired a gun in your life I'm sure the Desert Eagle will snap your wrist if you're not ready for the recoil. So over time you become a better gun user.



    Also, again might have been said, you need to find food to live. Kind of like being a super neopet, you have a "Food Bar" or "Hunger Bar" and you need to eat. Sence the world is going on 24/7 as you are logged off the bar will still go down, but at a much slower rate. Think of this as Stam but not really. This "Hunger Bar" will also affect (or effect... never know which one is right) you skills and running. I think say you must eat at least once every 24 hours (real life hours) is fair, maybe 3 at most to make it a little harder. Food should be scarce and spread all over making you venture out... and DIE! But really, a very good Exploration method, no more camping for you!
  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by Doomsayer


    All those skills you just listed would be great for a skill based system.
    As for shooting being a skill? I don't see it, man. Anyone can pull a trigger pretty much as fast as anyone else. And a gun is going to make the same amount of noise going off no matter how skilled you are at using it. Now crafting a silencer for it, thats another matter. I still believe firmly that the combat should be twitch.
    Recoil is a dangerous dangerous thing.  You can seriously injure yourself if you don't know how to use a shotgun correctly.  I've heard stories of people losing teeth and getting shoulders dislocated.  I think a 0 gun skill would total change the amount of zombies you could kill.


  • DoomsayerDoomsayer Member Posts: 344
    Originally posted by JimmyLegs

    No Doomsayer, if you NEVER fired a gun in your life I'm sure the Desert Eagle will snap your wrist if you're not ready for the recoil. So over time you become a better gun user.



    Also, again might have been said, you need to find food to live. Kind of like being a super neopet, you have a "Food Bar" or "Hunger Bar" and you need to eat. Sence the world is going on 24/7 as you are logged off the bar will still go down, but at a much slower rate. Think of this as Stam but not really. This "Hunger Bar" will also affect (or effect... never know which one is right) you skills and running. I think say you must eat at least once every 24 hours (real life hours) is fair, maybe 3 at most to make it a little harder. Food should be scarce and spread all over making you venture out... and DIE! But really, a very good Exploration method, no more camping for you!



    I was in the Army, I know about recoil. I was responding to the points he was making earlier on those specific comments. The better you use a weapon, the better you can keep zombies from hearing it, etc? Those comments. He never said anything about recoil. if You MUST have weapons skills going up on some kind of skill point system, then maybe it can effect reload times or fixing potential jams? That would show weapon knowledge. But actual hitting? IT would piss me off if I had my crosshairs between the eyes of a zombie and I missed cause my skill points wern't high enough. Thats lame. Maybe increased damage for people with better skill points, showing their better knowledge of where to hit them? I don't even like that idea much, but I could accept it. Still think combat should be twitch.

    Anyway, I like the hunger idea, that also leads to more skills, such as cooking, or gardening, or maybe food processing of niutrient bars or something. The Hunger bar still going down when offline is kinda iffy, I mean, what if someone goes on vacation, do they come back from being gone two weeks and their character died of starvation while they were tanning on a beach in Hawaii? There would have to be some cap as to how low it goes, and not so low as it completely screws them when they come back online.

     Damn, late for work, good topic, keep it going so I have something to read when I get home.

    ________________________________

    Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.

Sign In or Register to comment.