Originally posted by nomadian Some really good thoughts all round on this thread. Its reminding me of Shaun of the Dead.(or Dawn of the Dead)Edit: hang on whats the aim of this game? Surely, the aim of all these is to see an end to the situation but with a mmo that can't happen.
If a Survival Horror MMO were to be made, it would be great if it had a general goal of a few years. Rebuilding cities and getting rid of the zombies being two of the goals. Perhaps, years down the road, there can be the proverbial light at the end of the tunnel when BAM! there's another outbreak or infection or what have you.
You can draw upon movies, books, other games and tv shows to get an idea for a good game.
Building a character up like you would in the Fallout games. Surviving an infection like in 28 Days Later. Fighting evil that escapes into our own world like in Buffy or Angel.
Simple examples, but there's a lot more out there that could be used to create a great Survival Horror MMO.
Also, I don't think it should be the sort of game that forces you into groups all the time. Not everyone enjoys grouping on a regular basis. Some prefer to play an antisocial character. One that might wander into your life then out again in an instant.
Considering multiple takes on people's play styles is something that tends to be looked past, sadly.
_______
Now Playing: EQ2 Prior Games (in no order): SWG, L2, RO, PT, ROSE, CoH/CoV, AO, UO, EVE, WoW and a bunch of others. _______
it would be cool if there was 2 main cities against each other and when you fight over the land between them. when its day time there is less monsters out and you have pvp wars for land. different parts of land could have better dungeons or loot.
guilds should be able to have their own house where they can hold loot and supplies for the guild. mayby they could have a room in a highrise which would cost alot.
guilds could buy an armored truck to drive aroud the infesed area safely.
guilds could have a battle for supplies, they would run around a shopping centre with shopping trolleys grabbing supplies till the trolley is full then taking it back to the truck, there would be hoards or monsters attacking them too so they need to protect eachother
all the supplies they get in the battle would be stored in their guild house so they dont need to buy them from the shops in the city.
This is a good idea for a game. I too would enjoy playing a survival MMO. It's been mulling around in my head for a while. I think it would be a good idea for characters to start out with a job, much like others have posted. Nothing along the lines of Special Forces or a Bourne like character. The list of jobs could be, I'll admit that I am reitterating what others have said but with some changes: Police Officer, Cook, Student, Firefighter, Mechanic, Used Car Salesman, Carpenter, National Guard, Paramedic. Each job would have something that sets them apart from the others and makes them useful.
The Police Officer would have better accuracy (at first) with small arms. He would also be able to defend himself in close quarters with his knowledge of using an asp. Other than his combat abilities, the Police Officer would be better able to speak with frightened NPC's because of his authoritative prescense and training.
The Cook would be able to use knives and brooms/mops to defend himself. Because they sometimes butcher animals, the cooks have the ability and knowledge to cut arteries and tendons in enemies more easily. They would also be better able to cook the food that is found and purify the drinking water.
The Student is an ordinary college student. They're not great at anything, but they're decent at everything. I'm still coming up with ideas on how to make this character likeable without making it have too many advantages or disadvantages.
Firefighters are able to use axes and firehydrants as weapons. They can take down weak structures to stop persuing zombies. Outside of combat, they are able to stop fires better than other people. This is useful when setting up a player controled "safe zone". They are also knowledgeable about demolitions.
Mechanics can use tools, powered and not, to defend themselves. Outside of combat is where they are most useful. They can maintain and fix vehicles and machinery. They are mechanicaly inclined so they have an advantage when it comes to fixing broken weapons.
Used Car Salesmen are smooth talkers. They're able to talk NPC's into helping them out. It's difficult to think of what use they'd have in battle.
Carpenters also use tools to defend themselves, as well as planks of wood. They are able to build and improve defenses as well as non mechanical weapons, i.e. wooden spears and bow/arrow.
National Guard members are better with rifles. They are trained for combat so they aren't as afraid when they are surrounded by a group of zombies. However, they are not combat hardened. They are better able to plan defenses for the "safe zones".
Paramedics are able to bandage wounds and give shots to stablize people.
The people in the game should be civilians and have civilian jobs. I agree with others that the characters should grow based on what they use. People had jobs before the crisis happened, so these jobs affect who they are at the beginning of the game. The player will get to decide how to cultivate their character. The jobs make people more prevalent to improving on what they already know, but that doesn't mean others can't do it as well. It will just take longer.
I think that the gathering of food and water would be a cool feature for the game. Like others have said, it should include FFA PvP. Just remember though, when you shoot someone, there's a chance you might call down the wrath of the zombies, or other monsters, lurking around. The player controled and created "safe zones" would add nice touch to the world. To make it a bit more interesting, I think that the monster should be able to attack it at any point in time.
GM's should be able to control inteligent monsters to lead an assault on the "safe zones". This would add strategy to the conflict. If it were only AI attacking every time, then people would learn the best defensive tactics eventually. If someone else is planning and executing the attack, you won't know what hit you.
As far as gameplay goes, I think that either FPS or RE:4 style gameplay would work best. I actually prefer the over the shoulder combat that RE:4 introduced. Of course, it would need to be tweaked. The most needed improvement would have to be the ability to move and shoot at the same time, but of course this would reduce accuracy.
I don't think that there should be equipment like in other MMO's. If you want armor, you wear a bullet proof vest, but it will slow you down. You'll also tire after running more easily. If you don't holster your weapon, you won't be able to move as easily or climb up on ledges, climb ladders, etc. If a character were to loot something, they shouldn't have 6 16 slot bags like in wow. They should have a back pack that can carry ony a certain amount of weight/stuff. The more weight, the slower the character is to react, run and tires more easily. Basically, Mr. X shouldn't be able to carry a shotgun, a M-16 and two 9mm pistols, wear a bullet proof vest, carry a thousand rounds of ammunition, AND be able to run away from Zombies/monsters. This is a survival horror game after all. Weapons and ammo should be used intelligently. Anything should be able to be used as a weapon. A skillet, a knife, a pole, a car, etc.
Getting gasoline should also be a part of the game. We would need gasoline to run the generators/cars. This would also help with choosing good spots for defenses. Gas stations would be a good place to hold-up, but only until the tanks run dry, or the gas station is destroyed.
My boss keeps interrupting me so I'm not sure if this is completely garbled or not. I'll come back later after work and make improvements upon my ideas. Maybe then people will be more able to make sense of it. Then again...maybe not.
Good idea but...how about heavy weapons? I think every class should be able to wear them(advanced level )
to kill harder mobs you need assault rifles,heavy machine guns and stuff. Btw they should have undergroud labs to (like X-labs in return tu castle wolfenstein) and you could find rare experimental weapons from there. and that called order or something who wants to awake god or something,from them you could find magical weapons and artifacts like in Hellgate London. Advanced levels should organize raids to really dangerous zones like those labs under the city.
I think this would be a great idea for an MMO. Though I like traditional level/class structures in fantasy MMORPGs, I feel that modern/futuristic MMO's should be more skill based and try to veer away from the Dungeon and Dragons progression model. I think this would broaden the possibilities for character advancement, especially in a zombie survival environment.
I say this because survival in a game like this would depend a lot on your environment and I think a "class" oriented system would limit progression unnecessarily. Think about it. Your average modern man-or-woman-on-the-street has probably never shot a compound bow. But if you were stuck in a sporting goods store during a zombie invasion, you sure as heck might pick one up and try to figure it out.
The same could be said for something like medicine. Sure, the majority of us not in the medical profession might not know how to stitch up a wound or properly cauterize a zombie bite, but if we were stranded in a health clinic where all the doctors have just gotten their brains eaten, we sure as heck might pick up a medical desk reference and some fishing line and give it a shot. By the same token, a used car salesman might be an avid hunter who is almost as good a shot as a SWAT team marksman.
Part of the fun of such a game would be acquiring the skills you need to survive in a world where society has broken down. Sure character traits like intellgence or physical prowess might limit what your character could learn to do and not do, but I see a game like this working much better as a sandbox (establishing societies/clans in the rubble of an urban warzone) than a linear MMORPG.
I agree to an extent. I think the game should be a sandbox game. However, the events that occurred before the crisis shouldn't be overlooked. If it is set in a city where people normally live, why wouldn't they have had a job before the crisis? Is everyone homeless or are they all mooches? The job you have, in some way, defines how you act. It's more likely that a fireman would risk his life to save someone than a librarian would. You can't expect a plumber to know how to fix a car. In real life, there are exceptions. The point is that the jobs would be a starting point for a character, nothing more. Think of it more like an alterable template for your character. You choose your job, and then you tweak it to your liking. After your in the game, you develop your character the way you want. The point of the job isn't to limit, it is to help people with the imersion. As far as your analogies, it would be far more difficult to do anything with medicine or surgery than to shoot a bow. Using the wrong type/amount of medicine would be harmful. A reference book can only lead you so far if you don't already know the basics.
Maybe part of the "creation points" shuld be mandatory spent on "professional abilities", the rest where you want.... in the end we all have hobbies. Es: you beign with 100 abilities points, 70 must be spent in your profession's skills, 30 as you want. So ....
PROFESSION: E.R: Department Doctor
Biology: 10
Chemistry: 10
Anatomy: 10
1st aid: 15
Emergency surgery: 15
Farmacology: 10
HOBBIES
Martial Art (unarmed combat): 10
Sword: 5
Playing guitar: 5
Drive car: 10
This is a very biref example. I think that once the game begun the plyer should be fre to spent points where she wants. Starting professional points are a bonus on those abilities. This ad realism, for we all have hobbies.
I agree that there must no be zones that are 100% safe. The player should clear the areas and secure them. The smarter they build their defences the longer they 'll survive. This will add social collaboration ans strategy to the game, maing it more complex and interestin than the usual "shoot all monsters".
If the player are free to develop and defend their on social structures, these will become more dinamic and relistic. So even social and artistic hobbies may ecome usefull. Do you remember George Romero's land of the Dead?
The growing of different structures will lead to wars between palyers, so the goal of the game (surviving) will become harder and more interesting.
Mommy says I should play less, Boyfriend hates my pc, even my dog try killing my laptop... Hould I play less?
I think that your idea of forcing people to spend points in a profession and then allowing them to add points for hobbies is a good idea. It adds a depth of reality to the game. I would assume that the points spent are just a starting point for character progression. Would more points be obtainable, or would those just be modifiers for skill progression?
Items in the game should not be like those in other games. A Sword of a Thousand Truths shouldn't exist. Armor shouldn't be like in other games, it should be more realistic. I use the term armor loosely. SWAT gear should be available (vest, helmet, shield) but it would only help when being shot at. Leather clothing could act as armor against biting and cutting. It would offer some protection, but not a lot. As far as weapons go, I think they should be modifiable. The modifications to Leon's weapons in RE 2 would be a good model. Changing parts of the guns to make them more accurate, shoot faster, or have longer range would replace getting green or blue items. If a weapon gets damaged, they could be repaired. Cleaning them would increase their longevity. Instead of being able to increase a weapons attack power by adding parts or tweaking them, there should be different types of ammunition. Such variations might be the normal type of bullet, hollow point, armor piercing, or explosive. Adjusting your weapon to allow for the type of ammunition would essentially be the same thing as increasing attack power. However, the more powerful ammunitions would be more difficult to get and more rare. Melee weapons could be altered to do more damage or last longer. Sharpening a stick to make a wooden spear would increase the damage of the stick, but it wouldn't last as long. Sharpening blades and getting rid of kinks would benefit the player too.
I think that bullets, arrows, bows, spears and other types of basic weapons should be craftable. People should be able to find materials to make weapons and defenses for the player bases. Randomly finding bullets would be a little strange. Finding them in gun shops, military bases, police stations, abandoned cop cars, dead cops etc would be more realistic. But the amount of ammunition would be limited. Finding the materials to make bullets wouldn't be as difficult. Making simple blackpowder bullets, to more advanced, smokeless bullets. That may be going too far though.
Yes I do. I want to name all the zones after famous actors and dircetors of horror. Like have Barker High or Cambell Mall. I would like to have player bassed radio station like Matrix online. I think that was one of the coolest things ever done for an mmo.
If god loves the fools ,and god loves every one, dose that mean we are all fools.
Naming locations after famous horror people is a good idea. However, I always thougth of Evil Dead and Evil Dead 2 as comedies. Probably because Ash is funny and the whole thing is cheesey. Can you elaborate on the radio from the Matrix?
Maybe a game like this should have an overall purpose other than survival by staying safe. Maybe there should e a focus on leaving the infected areas or sanatizing them. There could also be soemthing where you have to escort the NPC's to help them leave. However, leaving the city wouldn't be the end. There could always be worse things outside of the walls. Maybe a huge quest line envolving the entire games community could be to sanatize the city piece by piece. Maybe each "server" could be a different city that is infected in the world. After leaving the city, players enter the world and can go and help other cities out. Or maybe they can try to take over the other city for supplies.
I've read about that on their website for a little while. It doesn't give that much information, so I can't say if it would be like anything this thread is talking about.
Comments
If a Survival Horror MMO were to be made, it would be great if it had a general goal of a few years. Rebuilding cities and getting rid of the zombies being two of the goals. Perhaps, years down the road, there can be the proverbial light at the end of the tunnel when BAM! there's another outbreak or infection or what have you.
You can draw upon movies, books, other games and tv shows to get an idea for a good game.
Building a character up like you would in the Fallout games.
Surviving an infection like in 28 Days Later.
Fighting evil that escapes into our own world like in Buffy or Angel.
Simple examples, but there's a lot more out there that could be used to create a great Survival Horror MMO.
Also, I don't think it should be the sort of game that forces you into groups all the time. Not everyone enjoys grouping on a regular basis. Some prefer to play an antisocial character. One that might wander into your life then out again in an instant.
Considering multiple takes on people's play styles is something that tends to be looked past, sadly.
_______
Now Playing:
EQ2
Prior Games (in no order):
SWG, L2, RO, PT, ROSE, CoH/CoV, AO, UO, EVE, WoW and a bunch of others.
_______
house of the dead? ?
it would be cool if there was 2 main cities against each other and when you fight over the land between them. when its day time there is less monsters out and you have pvp wars for land. different parts of land could have better dungeons or loot.
guilds should be able to have their own house where they can hold loot and supplies for the guild. mayby they could have a room in a highrise which would cost alot.
guilds could buy an armored truck to drive aroud the infesed area safely.
guilds could have a battle for supplies, they would run around a shopping centre with shopping trolleys grabbing supplies till the trolley is full then taking it back to the truck, there would be hoards or monsters attacking them too so they need to protect eachother
all the supplies they get in the battle would be stored in their guild house so they dont need to buy them from the shops in the city.
mix S.T.A.L.K.E.R and Hellgate London and you have that kind of game.
Btw I've had same idea
City should be something like zone in stalker. It would be under quarantine.It allso would be quite ruined like in Hellgate London.
it should allso be dark and scary with safe zones
This is a good idea for a game. I too would enjoy playing a survival MMO. It's been mulling around in my head for a while. I think it would be a good idea for characters to start out with a job, much like others have posted. Nothing along the lines of Special Forces or a Bourne like character. The list of jobs could be, I'll admit that I am reitterating what others have said but with some changes: Police Officer, Cook, Student, Firefighter, Mechanic, Used Car Salesman, Carpenter, National Guard, Paramedic. Each job would have something that sets them apart from the others and makes them useful.
The Police Officer would have better accuracy (at first) with small arms. He would also be able to defend himself in close quarters with his knowledge of using an asp. Other than his combat abilities, the Police Officer would be better able to speak with frightened NPC's because of his authoritative prescense and training.
The Cook would be able to use knives and brooms/mops to defend himself. Because they sometimes butcher animals, the cooks have the ability and knowledge to cut arteries and tendons in enemies more easily. They would also be better able to cook the food that is found and purify the drinking water.
The Student is an ordinary college student. They're not great at anything, but they're decent at everything. I'm still coming up with ideas on how to make this character likeable without making it have too many advantages or disadvantages.
Firefighters are able to use axes and firehydrants as weapons. They can take down weak structures to stop persuing zombies. Outside of combat, they are able to stop fires better than other people. This is useful when setting up a player controled "safe zone". They are also knowledgeable about demolitions.
Mechanics can use tools, powered and not, to defend themselves. Outside of combat is where they are most useful. They can maintain and fix vehicles and machinery. They are mechanicaly inclined so they have an advantage when it comes to fixing broken weapons.
Used Car Salesmen are smooth talkers. They're able to talk NPC's into helping them out. It's difficult to think of what use they'd have in battle.
Carpenters also use tools to defend themselves, as well as planks of wood. They are able to build and improve defenses as well as non mechanical weapons, i.e. wooden spears and bow/arrow.
National Guard members are better with rifles. They are trained for combat so they aren't as afraid when they are surrounded by a group of zombies. However, they are not combat hardened. They are better able to plan defenses for the "safe zones".
Paramedics are able to bandage wounds and give shots to stablize people.
The people in the game should be civilians and have civilian jobs. I agree with others that the characters should grow based on what they use. People had jobs before the crisis happened, so these jobs affect who they are at the beginning of the game. The player will get to decide how to cultivate their character. The jobs make people more prevalent to improving on what they already know, but that doesn't mean others can't do it as well. It will just take longer.
I think that the gathering of food and water would be a cool feature for the game. Like others have said, it should include FFA PvP. Just remember though, when you shoot someone, there's a chance you might call down the wrath of the zombies, or other monsters, lurking around. The player controled and created "safe zones" would add nice touch to the world. To make it a bit more interesting, I think that the monster should be able to attack it at any point in time.
GM's should be able to control inteligent monsters to lead an assault on the "safe zones". This would add strategy to the conflict. If it were only AI attacking every time, then people would learn the best defensive tactics eventually. If someone else is planning and executing the attack, you won't know what hit you.
As far as gameplay goes, I think that either FPS or RE:4 style gameplay would work best. I actually prefer the over the shoulder combat that RE:4 introduced. Of course, it would need to be tweaked. The most needed improvement would have to be the ability to move and shoot at the same time, but of course this would reduce accuracy.
I don't think that there should be equipment like in other MMO's. If you want armor, you wear a bullet proof vest, but it will slow you down. You'll also tire after running more easily. If you don't holster your weapon, you won't be able to move as easily or climb up on ledges, climb ladders, etc. If a character were to loot something, they shouldn't have 6 16 slot bags like in wow. They should have a back pack that can carry ony a certain amount of weight/stuff. The more weight, the slower the character is to react, run and tires more easily. Basically, Mr. X shouldn't be able to carry a shotgun, a M-16 and two 9mm pistols, wear a bullet proof vest, carry a thousand rounds of ammunition, AND be able to run away from Zombies/monsters. This is a survival horror game after all. Weapons and ammo should be used intelligently. Anything should be able to be used as a weapon. A skillet, a knife, a pole, a car, etc.
Getting gasoline should also be a part of the game. We would need gasoline to run the generators/cars. This would also help with choosing good spots for defenses. Gas stations would be a good place to hold-up, but only until the tanks run dry, or the gas station is destroyed.
My boss keeps interrupting me so I'm not sure if this is completely garbled or not. I'll come back later after work and make improvements upon my ideas. Maybe then people will be more able to make sense of it. Then again...maybe not.
Good idea but...how about heavy weapons? I think every class should be able to wear them(advanced level )
to kill harder mobs you need assault rifles,heavy machine guns and stuff. Btw they should have undergroud labs to (like X-labs in return tu castle wolfenstein) and you could find rare experimental weapons from there. and that called order or something who wants to awake god or something,from them you could find magical weapons and artifacts like in Hellgate London. Advanced levels should organize raids to really dangerous zones like those labs under the city.
I think this would be a great idea for an MMO. Though I like traditional level/class structures in fantasy MMORPGs, I feel that modern/futuristic MMO's should be more skill based and try to veer away from the Dungeon and Dragons progression model. I think this would broaden the possibilities for character advancement, especially in a zombie survival environment.
I say this because survival in a game like this would depend a lot on your environment and I think a "class" oriented system would limit progression unnecessarily. Think about it. Your average modern man-or-woman-on-the-street has probably never shot a compound bow. But if you were stuck in a sporting goods store during a zombie invasion, you sure as heck might pick one up and try to figure it out.
The same could be said for something like medicine. Sure, the majority of us not in the medical profession might not know how to stitch up a wound or properly cauterize a zombie bite, but if we were stranded in a health clinic where all the doctors have just gotten their brains eaten, we sure as heck might pick up a medical desk reference and some fishing line and give it a shot. By the same token, a used car salesman might be an avid hunter who is almost as good a shot as a SWAT team marksman.
Part of the fun of such a game would be acquiring the skills you need to survive in a world where society has broken down. Sure character traits like intellgence or physical prowess might limit what your character could learn to do and not do, but I see a game like this working much better as a sandbox (establishing societies/clans in the rubble of an urban warzone) than a linear MMORPG.
I completely agree. No need for classes. classes would make getting weapons,items and stuff harder
I agree to an extent. I think the game should be a sandbox game. However, the events that occurred before the crisis shouldn't be overlooked. If it is set in a city where people normally live, why wouldn't they have had a job before the crisis? Is everyone homeless or are they all mooches? The job you have, in some way, defines how you act. It's more likely that a fireman would risk his life to save someone than a librarian would. You can't expect a plumber to know how to fix a car. In real life, there are exceptions. The point is that the jobs would be a starting point for a character, nothing more. Think of it more like an alterable template for your character. You choose your job, and then you tweak it to your liking. After your in the game, you develop your character the way you want. The point of the job isn't to limit, it is to help people with the imersion. As far as your analogies, it would be far more difficult to do anything with medicine or surgery than to shoot a bow. Using the wrong type/amount of medicine would be harmful. A reference book can only lead you so far if you don't already know the basics.
Maybe part of the "creation points" shuld be mandatory spent on "professional abilities", the rest where you want.... in the end we all have hobbies. Es: you beign with 100 abilities points, 70 must be spent in your profession's skills, 30 as you want. So ....
PROFESSION: E.R: Department Doctor
Biology: 10
Chemistry: 10
Anatomy: 10
1st aid: 15
Emergency surgery: 15
Farmacology: 10
HOBBIES
Martial Art (unarmed combat): 10
Sword: 5
Playing guitar: 5
Drive car: 10
This is a very biref example. I think that once the game begun the plyer should be fre to spent points where she wants. Starting professional points are a bonus on those abilities. This ad realism, for we all have hobbies.
I agree that there must no be zones that are 100% safe. The player should clear the areas and secure them. The smarter they build their defences the longer they 'll survive. This will add social collaboration ans strategy to the game, maing it more complex and interestin than the usual "shoot all monsters".
If the player are free to develop and defend their on social structures, these will become more dinamic and relistic. So even social and artistic hobbies may ecome usefull. Do you remember George Romero's land of the Dead?
The growing of different structures will lead to wars between palyers, so the goal of the game (surviving) will become harder and more interesting.
Mommy says I should play less,
Boyfriend hates my pc,
even my dog try killing my laptop...
Hould I play less?
NAAAAAAAAAAAAAA!!!!
I think that your idea of forcing people to spend points in a profession and then allowing them to add points for hobbies is a good idea. It adds a depth of reality to the game. I would assume that the points spent are just a starting point for character progression. Would more points be obtainable, or would those just be modifiers for skill progression?
Items in the game should not be like those in other games. A Sword of a Thousand Truths shouldn't exist. Armor shouldn't be like in other games, it should be more realistic. I use the term armor loosely. SWAT gear should be available (vest, helmet, shield) but it would only help when being shot at. Leather clothing could act as armor against biting and cutting. It would offer some protection, but not a lot. As far as weapons go, I think they should be modifiable. The modifications to Leon's weapons in RE 2 would be a good model. Changing parts of the guns to make them more accurate, shoot faster, or have longer range would replace getting green or blue items. If a weapon gets damaged, they could be repaired. Cleaning them would increase their longevity. Instead of being able to increase a weapons attack power by adding parts or tweaking them, there should be different types of ammunition. Such variations might be the normal type of bullet, hollow point, armor piercing, or explosive. Adjusting your weapon to allow for the type of ammunition would essentially be the same thing as increasing attack power. However, the more powerful ammunitions would be more difficult to get and more rare. Melee weapons could be altered to do more damage or last longer. Sharpening a stick to make a wooden spear would increase the damage of the stick, but it wouldn't last as long. Sharpening blades and getting rid of kinks would benefit the player too.
I think that bullets, arrows, bows, spears and other types of basic weapons should be craftable. People should be able to find materials to make weapons and defenses for the player bases. Randomly finding bullets would be a little strange. Finding them in gun shops, military bases, police stations, abandoned cop cars, dead cops etc would be more realistic. But the amount of ammunition would be limited. Finding the materials to make bullets wouldn't be as difficult. Making simple blackpowder bullets, to more advanced, smokeless bullets. That may be going too far though.
Anyone else have any ideas on this topic?
Yes I do. I want to name all the zones after famous actors and dircetors of horror. Like have Barker High or Cambell Mall. I would like to have player bassed radio station like Matrix online. I think that was one of the coolest things ever done for an mmo.
If god loves the fools ,and god loves every one, dose that mean we are all fools.
Naming locations after famous horror people is a good idea. However, I always thougth of Evil Dead and Evil Dead 2 as comedies. Probably because Ash is funny and the whole thing is cheesey. Can you elaborate on the radio from the Matrix?
Maybe a game like this should have an overall purpose other than survival by staying safe. Maybe there should e a focus on leaving the infected areas or sanatizing them. There could also be soemthing where you have to escort the NPC's to help them leave. However, leaving the city wouldn't be the end. There could always be worse things outside of the walls. Maybe a huge quest line envolving the entire games community could be to sanatize the city piece by piece. Maybe each "server" could be a different city that is infected in the world. After leaving the city, players enter the world and can go and help other cities out. Or maybe they can try to take over the other city for supplies.
How about this game ??
http://www.exanimusthegame.com/
I've read about that on their website for a little while. It doesn't give that much information, so I can't say if it would be like anything this thread is talking about.
hrm... think i'll bookmark this site so i can keep an eye on it.
need to see when they plan on releasing it.
_______
Now Playing:
EQ2
Prior Games (in no order):
SWG, L2, RO, PT, ROSE, CoH/CoV, AO, UO, EVE, WoW and a bunch of others.
_______