Zombie Survival MMO?

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Ironic

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Flying-Emu said:
Sneaklemming said:
I suppose it'd have to have other arbitrary rules too- like id you wouldnt be able to move and shoot, and you'd have to combine random stuff into other stuff, and solve puzzles and get keys etc.

-'like you would in a real zombie apocalypse'

Honestly Emu; if you arent referring to a resi evil game, then ignore my post, read this instead:
Survival to me means the stuff thats added to Stalker or Fallout3 and yes, those game elements should make it into any apocalyptic game.
Resi is not survival, it's action-horror. More action than horror. There really aren't any survival games besides Survival Kids (GBA) and the Lost in Blue series. If a game has A) A "needs" meter (such as food, water, etc) and B) doesn't have ammo coming out the yin-yang, it's a survival game.

I can't STAND these games that claim to be survival, yet chuck ammo at you like fuggin' candy. When you're REALLY trying to survive, you learn to run the fuck away.

One reason why Silent Hill holds a special place in my heart; you have to run away if you expect to survive.
Exactly, then the only way a L4D MMO would work, is if you had draining attributes aka. Stamina, mental stability, ammo, health kits that you carry... and if it was really SURVIVAL. Here's some ideas that i have :).

-You customise a character
-You choose a basic skill-tree
-Your objective, based on the "motivation" that you choose which can be easy, medium or hard, for example.

Easy:
You're stuck near the outer limits of the city, fight your way to the countryside evacuation using stealth, force, and hiding places to get through the mildly infested suburbs.

Medium: Your daughter is stuck inside a building with you, you need to safely escort her to the nearby hospital with a couple younger survivors along the way, evacuate them with the army, and then fight your way to the official evacuation point, which has been destroyed... You need to find the secondary point, following a radio signal giving directions to the second point.

Hard: You and a ragtag group of survivors, are hiding in a building in the very centre of the city, you have to fight your way out of the building, through the city to the evacuation point, but the point has been taken over by the horde, Using one person as a mechanic, and one person with the pilot skill (can be the same person) you can either fix the nearby train, the abandoned helicopter, or the jeep. Each has pro's and con's, for instance, the helicopter takes the longest to repair, double the time of the jeep, and you must have a person with the pilot *skill* to use it, the jeep leaves you vulnerable as you move to the next city, looking for more survivors and supplies, and the train has LOTS of infected you have to clear before you start repairing. All of them, however, come under sporadic attack from infected.

Very Hard: Any of the missions above, but your party doesn't get a set number of medikits/ammo at each location they loot, they ALWAYS get less than they all need, leading to sharing of ammo and health, depending on priorities.

You have to move from house to house to find refuge from the infected, and only certain houses will allow you to gain stamina. These houses also recharge your stamina whilst you leave the game, but in other houses, they do not. They are also safe, so when you get back from having left, the inside of the house will be completely zombie free, but in other houses that you leave the game in/ sleep, the door to the outside of the bedroom could be an innocent doorway... or teeming with the horde on the other side.

Those are some initial ideas I had RIGHT NOW that i thought I'd write down for you :)

Oh, also, if your character dies, then all your experience, current statistics and mission progress gets reset to 0. It saves a log of your characters' experiences eg. LIFE#1 - kills/repairs/mission successes, and your character isn't lost when you die, just your current levels, that is unless you choose to become infected, where you keep your exp, distribute that into "infected" skill trees, but lose your character and make an infected version.
 

Ironic

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BonsaiK said:
avykins said:
<spoiler=Stolen from someone in another thread>
Id say a couple huge cities where you can enter alot if not all of the buildings. Basically scavange for crap, maybe do a few missions like reconnecting power or finding fuel for your generators.
I would not really like the whole survivor city provided scenario. Every person travelling through the cities on their own would be better. Maybe later on you could team up and like secure city blocks by putting up make shift walls that have to be defended by real players otherwise the undead will break through.
Also there would have to be a hunger system so you really do have to go out and try to gather supplies.
I would like a very minimal amount of NPCs. Have everything done by the players.
Also I would not really like a MMORPG set up. Have it more of a MMOFPS. Essentially Left 4 Dead style.
Edit: also like EVE have it totally run by the players. For example say you have secured a police station and stocked up on weapons and food. Another group of survivors comes along and decides to storm your HQ and steal everything.


Anyway with Zs being like nerd porn you really would have thought a decent ZMMO would be out already.
It hasn't been done because it literaly cannot be done. It it WERE actually possible, then you are quite right, we would already have our ZMMO.

Also, remember that the only reason why Zombies are so popular in games in the first place is because you can have human limb dismemberment with less chance of a heavy censorship rating if you use green blood. Nothing to do with the preference of nerds.
Yes, but Age of Conan has come out as a "gory" MMO, so i think if there is a ZMMO on the way, then i't will definately be happening THIS decade, as we probably have the technology to withstand graphics vs. gameplay vs. scale now. It will happen, whether it's GOOD is a whole 'nother question.
 

Beardon65

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I would like they idea of finaly using the term "survival-horror" game in the right usage instead of "Get from here to here, oh and here are some zombies to shoot at, and don't worry about getting lost the levels are incredibally linear,also don't die.

So if I were to play this game it would have to be:
1) A sandbox game with blockage similar to I am Legend with you being on an island withblown up bridges and a large body of water that even if you were to swim across the military on the otherside would kill you.
2) The need to eat, drink, and sleep
3) Some natural element affects: fire burns wood, fire spread, water puts out fire etc.
4) Randomly placed food stores and other places with almost no building unaccessable
5) First person
6) Multiple game modes like time trials, survival, and your game mode for the guy in the party that likes to just shoot things

If that game was to come out in the near future I would pre-order it at gamestop (something I wouldn't normally do because if I did I would forget like my copy of TC's: End War) and play it for 2 day's straight.
 

Fraught

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ultracheeser said:
Think about that. Maybe sometime in the near future, we'll see a zombie MMO, set in a huge interactive, zombie infested city where you and 20 other people have to gather supplies, ammo, and hunker down where ever you can until help arrives.
An MMO?

With 20 people?! Poppycock.

EDIT: Though, yeah, a larger scale L4D would be radical.
 

Jsnoopy

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There is a browser top-down shooter, zombie mmorpg thats a bit like what you described called Dead Frontier that is pretty fun to play. Needs a bit more variety, but that can be forgiven seeing how it is free-to-play (with a membership option of course), still in beta, and pretty much independently run by a single guy.

EDIT: here is the link- http://www.deadfrontier.com/
 

ProfessorLayton

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Nov 6, 2008
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Dude. What the hell. I had this same exact idea like a week ago and posted it on these forums already. I think...

Of course, this would be a great idea. I mean I'm talking about Fallout 3/Left 4 Dead/World of Warcraft here. You know how in Fallout 3 a bunch of people with a common goal got together and made little settlements where they worked together and helped defend each other? I want to mix that with the zombie shooting co-op of Left 4 Dead and the huge community of World of Warcraft. It would be perfect.

Ok, maybe my idea wasn't so original... but that just means it's a freaking awesome idea.
 

joe182

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ultracheeser said:
Think about that. Maybe sometime in the near future, we'll see a zombie MMO, set in a huge interactive, zombie infested city where you and 20 other people have to gather supplies, ammo, and hunker down where ever you can until help arrives. Or maybe you have to get to the extraction point.

How would you do it?

Maybe 10-20 people spread over the city with a couple NPC's per server. not hundreds of players. It would be too easy.
Think about it, with only 20 players per server you'd need thousands of servers... say you had 1 million players in total, 20 per server = 50 thousand servers...
it just wouldn't work, there's no way you could have that many servers for one game, even WoW, which is easily one of the most profitable games of all time, doesn't have even a fraction of that amount.

It is a good idea, i'd definitely play it, but you'd need to re-think how it works.
 

Sipo

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Jul 25, 2009
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taht would be awesome......but im pretty sure id have no life by the end of er.
 

Jenkins

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I got an idea for survival, okay so when the server starts, everyone will be a human for a couple of hours, then, 20 HUMAN zombies will appear, then as the game progresses, the server will restart once everyone on the server is turned into a zombie


note this would be hard to work out >.>
 

Joshimodo

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Sep 13, 2008
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Here's my take on the idea.

The zombies would be infected by an untested bio-weapon that had unimaginable consequences, plunging every major landmass into chaos.

The zombies would not be undead, however their body would endure a form of necrosis (some rotting flesh, open sores, etc.), and have a swelling of the brain, not unlike Mad Cow Disease, causing huge aggression and dulled intelligence. There would be a varying degree depending on the area (length of exposure or the areas which were originally attacked).

The infected would also include some forms of animals (only mammals, however), and would act in the slow-lumbering manner until disturbed, at which point they'd end up running, leaping and killing much like Left 4 Dead/28 Days Later/Day of the Dead.

They wouldn't have incredible strength for the most part, however due to nervous system suppression, they couldn't feel pain and could push their bodies further than humans (no lactic acid buildup etc.) They would consume human flesh, but not simply thirst for it-It would be a matter of survival. They also cannibalise their dead and attack infected that aren't of their species.

Various cities that you can choose to start in, each with different bonuses.

I.E:
City 1-Better starting weapon(s) due to abundance/military rule/whatever.
City 2-Safer buildings, due to less direct attack (the infection would be a runaway bio-weapon).
City 3-Much smaller, but a survival bonus due to longer infected period/hardy people.

Large, desolate areas between cities.

I.E:
Deserts, ruined suburbs, post-apocalyptic highways, forests, tundra and so on.
These would be instanced, having to pass through a checkpoint to leave the slightly safer cities.
Teams could go here to find salvage, do quests (rescue, search, attempt to find cure/ingredients for cure, extermination of known infected hotspot, which would be a random location each time).
Maddened people could be found, who were semi-hostile, however they attract horde attention if encountered.
Raider-esque people who prey on areas with less infected (the randomised "hotspot" areas would be avoided), both on the loot within ruins or abandoned vehicles/barricades/hideouts, or the survivors who venture out of the cities.

PvPvE:
PvP servers would take a different aspect, where you play as an instantly-maxed out human who has recently been infected, driving them mad and increasing their abilities somewhat, though they still retain cognitive thought, at least enough to pick sides and use weapons.
Additionally, during PvE, the normally moderately safe cities would encounter a full-on zombie attack, which would cause rioting. Survivors versus rioters versus AI zombies.
These attacks would change whether a city was abandoned or kept safe, depending on the outcome. Other settlements could join in and help, or if the city is lost, it could be reclaimed a few days (only hours in real world time) after infection, if you manage to drive them back.

Weapons and armour/equipment:
Would generally be salvaged, and in typical MMORPG fashion, rarity is a factor. The rarest and best weapons would be pre-infection weapons found in heavily infected or pillaged bunkers and fortifications, and best armour being found in a similar vein. Plenty of different non-weapon/armour equipment is available, too.

Classes:
In PvE, all players start out as the same, survivor humans. As you level, you choose traits, knowledge paths and training.
I.E:
Trapper (leans towards making traps, discovering traps/danger areas, gains more salvage than other classes, and uses light weaponry, such as melee weapons and handguns. Downside is the lack of armour and heavier weaponry).

Seeker (focusses on assault weapons such as machine guns, SMGs and shotguns. Can use medium-size weaponry and excels in close-combat. Medium armour possibilities, and has the bonus of being far more adept in enclosed areas such as tunnels or corridors of bunkers).

Sentinel (primarily uses rifles and assault rifles. Has medium armour, and can use salvage to upgrade rifles with scopes. More accurate than other classes, but also has low salvage efficiency (due to needing specialist parts) and cannot deal with masses of enemies at once).

Greaser (has the most use for salvage. Can repair abandoned vehicles, fix weapons, fix defences and patch up armour of team mates, along with plenty more. Uses melee and short-range weapons such as SMGs. Has little armour himself, and not particularly agile).

Saviour (generally acts as a healer, providing medical help and psychological boosts to the team. While each "class" is able to revive fallen allies to a degree, only the Saviour can heal others while they are up, and permanently revive them when down. Can't use armour, and only carries a sidearm (pistol, micro-SMG).

Berserker (able to use the heaviest armours, these ex-soldier/mercenary/SWAT members have the best battle training, however this MMO would focus more on survival than head-on battles. The Berserker would focus on suppressing fire, attempting to mow down and slow the hordes, if they are encountered. Excels at taking Raiders out, and is able to use Light Machine Guns, grenade launchers and such. The downside is that they are the easiest targets, as they are cumbersome thanks to the armour and weapons. Also acts as a mule for the team, with the room and strength to bring some extra ammo, medkits or salvage).


Medkits would function as a real first aid kit would function-A small case filled with a variety of different things, which would be used by the player on themselves, or by the Saviour on anyone, for various afflictions.

I.E:
Cuts, gashes or bleeding wounds would require gauze.
Infection (not the zombie kind), or poison would require an injection of antibiotics or something of that manner.
Concussion, severe body trauma or broken/fractured bones would require a painkiller and further treatment.

Zombie infection would be possible if severely injured and bitten by a zombie, and it would require termination of the infected player by the party (it would not be permanent, that player would simply rezone to the city they left from).

The medkits would only have a certain amount of the aforementioned items, such as 2 rolls of gauze (2 uses per roll), 1 antibiotic/antidote syringe, 1 painkiller syringe (full recovery) and a bottle of painkiller tablets (5 uses per bottle, temporary recovery). Each player could carry 1 medkit, and only use it on themselves. They could however hand it to the Saviour, who could use it on anyone. The Berserker is able to mule up to 2 medikits in addition to his/her own one.


Wow, I got carried away.
 

Neotericity

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Didn't this come out on Steam already, what was it called killhouse or something although that was only 8 people or something?
 

kevin_kaya

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joe182 said:
ultracheeser said:
Think about that. Maybe sometime in the near future, we'll see a zombie MMO, set in a huge interactive, zombie infested city where you and 20 other people have to gather supplies, ammo, and hunker down where ever you can until help arrives. Or maybe you have to get to the extraction point.

How would you do it?

Maybe 10-20 people spread over the city with a couple NPC's per server. not hundreds of players. It would be too easy.
Think about it, with only 20 players per server you'd need thousands of servers... say you had 1 million players in total, 20 per server = 50 thousand servers...
it just wouldn't work, there's no way you could have that many servers for one game, even WoW, which is easily one of the most profitable games of all time, doesn't have even a fraction of that amount.

It is a good idea, i'd definitely play it, but you'd need to re-think how it works.


Dude, it doesent work like that.. a server only takes up as much as the amount of people playing on it, if you got 1 server with 1000 constant people on it or 50 servers with 20 people each it doesent make a huge difference...

I think a FPS Zombie MMO would be awesome.. just keep it basic though, you start in an area with a handgun or something, you have to get to different places you get better weapons etc. some areas are densely populated with zombies so you have to team up with people to go to certain areas..

And it would have to be VERY gory, agree? xD like zombies walking around headless armless, when u shoot a zombie blood squirts everywhere, ground gets covered in blood etc.