#1 Posted by FeverSteed (29 posts) -

With all the hype around DayZ, the newly announced The War Z and the guys over at Undead labs making a zombie sandbox game for Xbox, what would be your ideal zombie mmo be? I think there is potential to do something unlike any other games if people think outside the box. I would love to have it so if you actually die within the MMO, your character model is cached and then used as a recurring zombie in the game. That way you could run into your former self and have to kill it before it kills you. Another idea would be to have a number of different classes, one being a "Scientist" where you can research and create vaccines within the game that stave off infection or cure it completely in certain cases. You guys have any ideas?

#2 Posted by gaminghooligan (1424 posts) -

open world. vehicles. a hunger and thirst system. lot's of guns as well as melee weaponry. indoor and outdoor play. in game voice chat, set to distance, and open loot. Oh! and the ability to secure and fortify buildings in a persistent ever changing world

#3 Posted by FeverSteed (29 posts) -

@gaminghooligan: Nice. DayZ does a lot of that. I wonder how far they will take it. Question: What incentive would you have to leave the building if you were able to secure it well enough that you didn't have to.

#4 Posted by M_Shini (550 posts) -

My ideal zombie mmo is Dayz on the Arma 3 Engine, granted its not exactly a mmo with only 60 peeps a server but how that game is set up and how everything is persistent gets the vibe totally right to what i think surviving the aftermath of a zombie outbreak would be like, i think what that game is enough to be what i would want, don't really want all the bullcrap xp'ing and boring quests to go along with it to make it technically mmo-like.

#5 Posted by gaminghooligan (1424 posts) -

@FeverSteed:

@gaminghooligan: Nice. DayZ does a lot of that. I wonder how far they will take it. Question: What incentive would you have to leave the building if you were able to secure it well enough that you didn't have to.

Ah see that's where the hunger and thirst come into play making it necessary to journey out into the world for supplies. Hell let's make it real grim and have food expire and resources like batteries lose power!

#6 Posted by MattyFTM (14352 posts) -

Permanent death and a focus on survival rather than standard MMO fetch quests and the like.

Moderator
#7 Posted by YI_Orange (1134 posts) -

Everyone playing in a way that makes the game stay fun and interesting instead of dumb and boring.

#8 Posted by gaminghooligan (1424 posts) -

@MattyFTM said:

Permanent death and a focus on survival rather than standard MMO fetch quests and the like.

I forgot perma-death. Good call sir, good call

#9 Posted by Bourbon_Warrior (4523 posts) -

I finally found a gun and ammo after 10 hours of gameplay. I was so happy as I found it in the Church with the golden roof. As I was equiping it 10 dudes stormed the church and wasted me....So yeah more of that.

#10 Posted by Ravenlight (8040 posts) -

Perma-death where it deletes your subscription info from the server and makes you create a totally new account.

#11 Posted by gaminghooligan (1424 posts) -

Is Day z worth picking up Arma 2 at like 29 bucks, I heard the controls are kind of wonky and it's tough to keep a good server connection. (Could be wrong I've never played only watched others play)

#12 Edited by gaminghooligan (1424 posts) -

@Ravenlight said:

Perma-death where it deletes your subscription info from the server and makes you create a totally new account.

Calm down now Kojima...

#13 Posted by ZeForgotten (10397 posts) -

Zombies 
and a fuck-ton of Crimson Heads.

#14 Posted by mlarrabee (2889 posts) -

I want Dead Rising, but with more varied missions rather than survivor rescue alone.

#15 Posted by FeverSteed (29 posts) -

@gaminghooligan: Indeed. I know Dragons Dogma has an expiring food mechanic so someone could steal that idea. I also agree perma-death would need to be in it but I refer to my first comment, your chacter model should then become a persistent zombie int he game. I would also say expansion is a viable reason to leave. What if your secure building becomes complerely occupied? Time to build a town! With razor wire of course.

#16 Posted by FeverSteed (29 posts) -

@MattyFTM: I would remove mandatory fetch quests and have the player simple need to go get someone or something to further help them survive. Good call.

#17 Posted by Rapid (1352 posts) -

DayZ is a proof of concept, granted it's still a work in progress, I want to see a game (could be DayZ) that's more polished and fleshed out.

#18 Posted by Loafsmooch (314 posts) -

@gaminghooligan said:

Is Day z worth picking up Arma 2 at like 29 bucks, I heard the controls are kind of wonky and it's tough to keep a good server connection. (Could be wrong I've never played only watched others play)

It's definitely worth picking up if you don't mind plenty of bugs since it's in alpha. The controls feel a bit sluggish cus of the Arma engine being a military sim, but there's nothing wrong with them IMO. I've only had minor connection problems, mostly when I'm trekking through a huge forest anyway so it doesn't really matter.

Never been as fascinated by a game as I have been by DayZ. It really plays on your emotions, it can make you feel remorse, sadness, anger. Every life is a great adventure.

#19 Posted by JustKamToo (664 posts) -

Perma death? If you get killed by a zombie you reroll a zombie and when the server is 100% zombie you get a true server reroll. Wow I said Zombie a lot.

#20 Posted by Sackmanjones (4652 posts) -

No zombies. The biggest of all curveballs

#21 Posted by Driadon (2995 posts) -

S.T.A.L.K.E.R., but with multiplayer. Meaning dynamic AI routines, terrifying environment, emphasis on survival and impact you make on the game world. Permadeath is a cool addition, too.

#22 Posted by JonSmith (169 posts) -

Very in depth character customization. Character starts with average stats and no weaponry. Can use debris, such as a board or a rock as melee weapons. Go adventure game style with combos: Find gasoline, find a rag, find a stick? Combine into torch. Able to find loot clothing off zombies. Zombies are randomly either the sprinting kind or shuffling kind. On day one of the games release, spawn one zombie in the environment. If it dies, spawn another. When it kills somebody, boost the baseline spawning to two, meaning that the minimum number of zombies now allowed is two. As they bite more players, increase baseline spawning accordingly. And keep character models of the bitten as zombies. Obviously, perma-death. As the game goes on, patch in decayed buildings, more debris, more broken down vehicles, etc. When new players start the game, this is the world they're loading into. Day one purchase reward on a whole new level: You can say you saw it all start, get the good equipment before zombies over run towns, etc. If bitten in an arm, and you have a bladed weapon, you can choose to undergo an intentionally traumatic minigame where you hack off your own arm to prevent infection, via manually guiding the blade with mouse/thumbstick, and pushing it through with the left mouse button/RT/R2, blade catching on bone and your character screaming all the time, alerting nearby zombies. Able to use rag to bite down on and muffle screams prior to procedure. Allow other players to perform procedure, but both parties have to agree beforehand. You'll no longer be able to use both hands to wield melee weapons, weakening your attacks, and your shots with firearms will be more wild. But you'll be alive.

As said earlier, player communication. Able to work together with other players to pull large objects, like a car or motor, to repair. Cars are effected by gravity, so if you push it downhill, it will go on it's own. Able to move debris out of the way to get inside small spaces, or crouch to automatically climb under or through small gaps to escape zombies. Make intelligently automatic climbing mechanics. Hold down a button, jump at a fence, character automatically vaults over it. Jump at a ledge, character pulls themselves up. As mentioned earlier, allow fortification of structures, either via debris, or by using the aforementioned more adventure game like mechanic to make defenses.

... That's all I can think of off the top of my head. I'm sure I'll think of more later and possibly edit accordingly.

#23 Posted by Little_Socrates (5675 posts) -

Permadeath and extremely limited supply. No control over PVP. Some berserker/Nemesis class zombies roaming the city. No general chat, just shout and private.

Also, it can't play like an MMO. Everything other than the berserker/Nemesis class zombies is what I want in any MMO.

#24 Posted by FeverSteed (29 posts) -

@Sackmanjones: haha. I wonder how long it would take for people to realize there were none in the game

#25 Edited by FeverSteed (29 posts) -

@Little_Socrates said:

Permadeath and extremely limited supply. No control over PVP. Some berserker/Nemesis class zombies roaming the city. No general chat, just shout and private.

Also, it can't play like an MMO. Everything other than the berserker/Nemesis class zombies is what I want in any MMO.

Another guy had similar ideas. I like the Nemesis idea. Constantly being in fear of some unstoppable biological weapon with limbs. having to abandon a fortified position because you made too much noise at the wrong time and attracted the beast. It would give the game way more weight I think. I would tell this stuff to the Undead Labs guys since they are creating an MMO. This is all gold.

#26 Posted by BraveToaster (12590 posts) -

No escort quests. Also, it would be cool to have non-player enemies who weren't the undead. Some of the enemy types would be raiders, military deserters, scavengers, and non-violent thieves.

#27 Posted by FeverSteed (29 posts) -

@BraveToaster: I feel like escort missions that just sort of happen would be interesting. A stranger asks a heavily armed group of dudes to get him/her across to the next town to meet up with their friends because they spawned too far away would make for an interesting adventure.

#28 Posted by Dagbiker (6939 posts) -

An unsubscribe button.

#29 Edited by vonFlampanker (327 posts) -

Having played DayZ for the first time last night: quick and easy item management.

Would also love a fleshed-out system for fortifying a building or area.

Also from DayZ experience: incentive not to just open fire on other survivors you encounter. Maybe risking damaging someone's supplies if you shoot them up, thus making it more worthwhile to talk to them and barter.

How about a system for maintaining and repairing vehicles? I liked Fort Zombie's concept that a horde from a larger city was inbound and there was a sort of time limit. Scrounging for car parts and fuel up against an approaching disaster would provide a good amount of tension.

Lots of great ideas in this thread. Not sure about the "boss zombie" idea or having AI non-zombie enemies (would prefer to keep it "pure"). Maybe vary the speed/toughness of the Z's to provide some variety. Agreed 100% on the thorough character customization and using hunger/thirst/supplies to keep you moving. Also agreed 100% on quick and easy ability to communicate with others.

#30 Posted by FeverSteed (29 posts) -

@vonFlampanker: @vonFlampanker said:

Having played DayZ for the first time last night: quick and easy item management.

Would also love a fleshed-out system for fortifying a building or area.

Also from DayZ experience: incentive not to just open fire on other survivors you encounter. Maybe risking damaging someone's supplies if you shoot them up, thus making it more worthwhile to talk to them and barter.

How about a system for maintaining and repairing vehicles? I liked Fort Zombie's concept that a horde from a larger city was inbound and there was a sort of time limit. Scrounging for car parts and fuel up against an approaching disaster would provide a good amount of tension.

Lots of great ideas in this thread. Not sure about the "boss zombie" idea or having AI non-zombie enemies (would prefer to keep it "pure"). Maybe vary the speed/toughness of the Z's to provide some variety. Agreed 100% on the thorough character customization and using hunger/thirst/supplies to keep you moving. Also agreed 100% on quick and easy ability to communicate with others.

I was thinking of it less like a boss and more like a force of nature in the environment. Think of trying to fight a hurricane. You cant battle it, just hunker down and hope to survive it.

#31 Edited by Phatmac (5723 posts) -

I fucking hate zombies and MMO's so I guess none of that.

#32 Posted by vonFlampanker (327 posts) -

@FeverSteed: Gotcha. I think if I had my druthers I'd leave that role to a mass of regular Z's rather than a specialized individual. I realize it's weird to bring up realism in this case but it's a little less suspension of disbelief.

#33 Posted by Jimbo (9776 posts) -

Most MMOs are zombie MMOs.

#34 Edited by Cubidog1 (215 posts) -

I would like a game that is similar to Day Z, but polished. Day Z seems like a primitive version of the game I want. I want better graphics, better gunplay, melee combat, and better AI. I know Day Z is in alpha, but still. I don't want quests, and there should not be any safe areas. Even if you secure a building, a raiding party could break in. Of course you could repair vehicles. Permadeath would have to be in there as well. That is most of the things I would want.

#35 Posted by DoctorWelch (2774 posts) -

Day Z is basically perfect in concept, but the actual game just doesn't always work the way it needs to simply because it's a mod of another game.

#36 Posted by FeverSteed (29 posts) -

@DoctorWelch said:

Day Z is basically perfect in concept, but the actual game just doesn't always work the way it needs to simply because it's a mod of another game.

Yea, I think they have the right idea, I just don't know where they are going with it. Hopefully they are taking heed of the feedback the fans are giving.