Howdy, Stranger!

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

General: Why Not A Survival MMO?

12345679»

Comments

  • MMO_DoubterMMO_Doubter Member Posts: 5,056
    Originally posted by dlunas



    Ditto on that for the most part, although I'm sure I'd try it out....if it wasn't $50.  I like the theme park games from time to time, because it's a fun ride, but it's not what I want to go back to again and again.  Good to see you're watching the thread still, it was a fun one.

    Yes. There was one on a few months earlier as well. Both had some very good ideas suggested.

     

    Another suggestion:

    I want a limit to how much people can carry. None of this - everyone can carry 2 tons of gear.

    Have an inventory with separate sections for gear of certain sizes:

    1 large item

    2 medium items

    4 small items

    16 tiny items

    And another:

    Destructible zombies. Each limb should be detachable with a suitable attack. Zombies need models of all possible body configurations - including crawling upper torso.

    And another:

    Attack locations - attacks can be aimed at specific body parts.

    Torso -  easy to hit - short stun and small knock back

    legs - harder to hit - zombie falls and is slowed

    headshot - hardest to hit, but autokill

    Weapon type/power would be taken into account. Shotgun trumps axe (but requires ammo), and axe beats pool cue.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • dlunasdlunas Member UncommonPosts: 206
    Originally posted by MMO_Doubter

    Originally posted by dlunas



    Ditto on that for the most part, although I'm sure I'd try it out....if it wasn't $50.  I like the theme park games from time to time, because it's a fun ride, but it's not what I want to go back to again and again.  Good to see you're watching the thread still, it was a fun one.

    Yes. There was one on a few months earlier as well. Both had some very good ideas suggested.

     

    Another suggestion:

    I want a limit to how much people can carry. None of this - everyone can carry 2 tons of gear.

    Have an inventory with separate sections for gear of certain sizes:

    1 large item

    2 medium items

    4 small items

    16 tiny items

     

    I'm not quite sure about how to do the bag thing, but weight would definitely be a factor, then figure a way to make the size thing work decently.

  • MMO_DoubterMMO_Doubter Member Posts: 5,056
    Originally posted by dlunas
    I'm not quite sure about how to do the bag thing, but weight would definitely be a factor, then figure a way to make the size thing work decently.

    Just have four different 'bags' (which would simulate pockets and such) one of each size category.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • dlunasdlunas Member UncommonPosts: 206
    Originally posted by MMO_Doubter

    Originally posted by dlunas
    I'm not quite sure about how to do the bag thing, but weight would definitely be a factor, then figure a way to make the size thing work decently.

    Just have four different 'bags' (which would simulate pockets and such) one of each size category.

     

    True.  I guess there's no real need to do something different and special for the freaking inventory.

  • android_22android_22 Member Posts: 13
    Originally posted by MMO_Doubter

    Originally posted by dlunas



    Ditto on that for the most part, although I'm sure I'd try it out....if it wasn't $50.  I like the theme park games from time to time, because it's a fun ride, but it's not what I want to go back to again and again.  Good to see you're watching the thread still, it was a fun one.

    Yes. There was one on a few months earlier as well. Both had some very good ideas suggested.

     

    Another suggestion:

    I want a limit to how much people can carry. None of this - everyone can carry 2 tons of gear.

    Have an inventory with separate sections for gear of certain sizes:

    1 large item

    2 medium items

    4 small items

    16 tiny items

    And another:

    Destructible zombies. Each limb should be detachable with a suitable attack. Zombies need models of all possible body configurations - including crawling upper torso.

    And another:

    Attack locations - attacks can be aimed at specific body parts.

    Torso -  easy to hit - short stun and small knock back

    legs - harder to hit - zombie falls and is slowed

    headshot - hardest to hit, but autokill

    Weapon type/power would be taken into account. Shotgun trumps axe (but requires ammo), and axe beats pool cue.



     

    Hey everyone! Finally got my computer back from the repair shop so I'll be able to attend this here thread more often now. Glad to see people are still watching it. Heh sounds like the backpacks from the Pokemon games dude...which isn't such a bad idea.

    I am all with you I find it very unrealistic for a player to carry like a million things in his pockets. Plus for the "surrival" aspect of Deadman's land carying around 50 different items wouldn't work.

    I was thinking maybe we could have a smaller grid space for inventory and then each item have it's own weight and then go a step further and give each item a shape. That way even if you can carry it, it's too big to fit in your inventory. I like the idea about shooting them in certain parts for better damage. But concerning zombies, different ideas are coming up on the biologoy and behavior of them so we will have to work that all in there first.

    Making a WOW copy and just putting in zombies wouldn't be a good idea. Having everything gear based is not a bright idea for a surrival horror as we all know most people surrive by using their SKILLS to surrive. That's why DMLO (Deadman's land online) should be primarly skill based.

  • dlunasdlunas Member UncommonPosts: 206
    Originally posted by Leucrotta


    Seems that Jeff Strain, co founder of ArenaNet is working on an zombie mmo.
    for consoles though
    undeadlabs.com/
     

     

    Yeah, I doubt this will be for consoles, but hopefully we'll be able to get Switchblade support for it, or at least have a setup for a 360 controller and joystick.

  • dlunasdlunas Member UncommonPosts: 206

    I never unwatched this thread, if anyone still has this set on watch, pipe up on here, or PM me if you prefer. 

    I'm about at the end of the daydream stage, about to move to outlining it all, tinkering with the ruleset, deciding which features are core and which will be things to be added at a later date(like CCP and their EVE updates/expansions), and after that, pseudocode and then the base programming...which I'll have to learn C and/or C++ to accomplish.

    I'm thinking about starting up a group on facebook to discuss it more, but if you guys have any alternate suggestions, please let me know.  Android and I have continued the conversation and brainstorming on a few long conversations on facebook.

    Thanks, guys.

  • dlunasdlunas Member UncommonPosts: 206

    Wow, that means I've spent nearly a year tinkering with the vision of the game in my head.  A friend pointed out that that's fine, the daydreaming stage is the most important.

  • dlunasdlunas Member UncommonPosts: 206

    Everybody that's still watching this thread and interested in the idea, say something or just PM me.  I'm blogging about concreting some of the ideas I've been combining with these and would like a few more people to join in the conversation as it goes.

Sign In or Register to comment.