Hmm, a full on Day Z MMO set up around sandbox crafting sounds cool.
Rerolled Server: 1st : Antidote , 2nd : Deadwood
H1Z1 Official Early Access FAQ
H1Z1 Early Access on Steam
- $20 Includes Early Access to H1Z1, 3 Event Tickets, 2 Crates and 1 Crate Key
- $40 Includes Early Access to H1Z1, 25 Event Tickets, 3 Airdrop tickets, 6 Crates, 4 Keys and the exclusive Aviator Hat Crafting Recipe
- Headshots Only
- First Person Only
- Battle Royale (one of the events, which will require the ticket)
- PermaDeath (Loose everything on death, including lockers, buildings, recipes)
Fancy H1Z1 Map
H1Z1 - Home
H1Z1 on Twitch
FR - Aiekillu
Margaretkrohn - Former SOE Community Manager for Planetside 2, Everquest 2, now works for Curse Gaming.
Last edited by InterSlayer; 05-21-2014 at 08:43 PM.
Hmm, a full on Day Z MMO set up around sandbox crafting sounds cool.
Does he mean pre NGE or post?
And without the Star Wars IP how can it be Star Wars? I love EVE but no one calls it kinda like Star Wars
Believe it when I see it.
SWG (pre-stupid) game style and systems with zombies? Sign me up!
Originally Posted by Dr. Mario Speedwagon
Hair dressing! Dancing! Standing in line in town to get cured! Fuck You!
Zombie Handler gonna be OP as shit.
Also setting up your own Woodbury is gonna rock. I guess until everyone dies.
Where do you get zombies from? It's supposed to be sci-fi, so I would think more along the lines of some kind of alien invasion.
Edit: nvm, googled it and see the zombie virus stories. Still seems like a weird mix. I guess they mean more of the sandbox style then the sci-fi aspect of SWG? So why would former swg fans care?
Last edited by Raes; 04-09-2014 at 04:22 AM.
I hope it isn't just modern day. Fighting across different worlds against a zombie apocalypse like in Dead Space or the Flood from Halo would be more interesting, and actually a lot more "sci-fi."
SoE is making the Walking Dead MMORPG? Cool.
It's a safe bet anything SOE makes from now on with be tied to PS4's hip. If they are truly making this, no brainer it's 'debuting' on the PS4."Could Sony be attempting to create a realistic survival horror game in this fashion? If H1Z1 debuts for the PlayStation 4 it will be one of the first of its kind, though several horror games are already in development for the new generation of consoles, including Dying Light, The Evil Within, inSANE, and Daylight."
A better question would have been "If SOE does indeed make H1Z1, will it be able to be used with the Project Morpheus VR gear?"
Next gen of MMOs ?
Garriott - check. Chris Roberts - check. Smed - check.
Koster .. You know it's coming. Don't pretend you didn't.
Won't be a popular opinion I expect but I'd welcome a Koster MMO after the stillbirths of the last nine years.
Last edited by Flight; 04-09-2014 at 10:57 AM.
Hey now, Brad has the first next-gen flop!
Nothing to add, but can say i'm hyped having played early SWG
Ive never played SWG but I did hear good things about the crafting in that game.
Interesting tweet from him last night :
So I just found out that you guys are going to find out what I've been working on really soon... 5-6pm tomorrow Game Talk Live GameTalk Live | GameTalk Live is a video game news show broadcast five days a week on Twitch.
Same thing Smed was on about in OP.
Last edited by Flight; 04-09-2014 at 06:16 PM.
For the people stuck behind firewalls at work.
Sony Online Entertainment, the studio behind EverQuest and Planetside 2, has launched a teaser site for it's next major project, ahead of an expected reveal tonight.
Currently being referred to as H1Z1, SOE president John Smedley explained via Twitter that "the new game we haven't announced" is set to be revealed tonight replete with gameplay footage at 5pm PT / 8pm ET / 1am GMT. All we have so far is a ghostly teaser site, suggesting the game may be rather spooky.
EverQuest Next Dev Explains Why Free-to-Play is Good
Further tweets from Smedley suggest a full release may not be too far off, as he wrote "You can play it yourself soon". While we don't know for certain what the game is about, the name is slightly reminiscent of H1N1, a strain of flu virus responsible for pandemics. The inclusion of the letter "Z" has led some to believe it's about a zombie outbreak.
Whatever it is, we'll find out soon enough. SOE has spoken before about an unannounced MMO it has in development, so it'll be interesting to see if tonight's reveal is in any way linked. Additionally, while we can assume a PC release is guaranteed, the company has appeared more and more interested in launching games on both PS3 and PS4, so a console release isn't out of the question.
PSN: Araxen, Xbox Live: Araxen II, WiiU: Araxen, Steam: Araxen
Yup 5 hours from now, or 5pm PST/8pm EST tonight.
I've never heard of this stream channel before this, I think its related to Jace hall?
H1Z1 - Polygon
"H1Z1 is an MMO that allows players to take on the role of an apocalypse survivor who is in a world that is filled with zombies," Smedley told Game talk Live. "A world! Not just a little tiny server.""We are in the middle of putting that in so you are gonna be able to burn down trees, burn down stuff, and that's gonna be a lot of fun. The idea is that these players [are] building these forts and all of the sudden these other guys coming in lighting it on fire and waiting till they come out of the fortress ... is awesome.""Oh God yeah," Smedley said when asked about day and night, "but in this game it matters a lot more than in others because it gets really dark at night and you need to have a torch and you will be ganked by other players, zombies. So we [have] vehicles in here. We can actually have aircraft if we want. Our goal is to build out this entire massive massive world that is this apocalypse of the United States."
Sounds like DayZ MMO + Planetside + Crafting. They better have some cooking recipes from Terminus.
Last edited by InterSlayer; 04-09-2014 at 09:14 PM.
Goddamit, Smedley. Go away.
Is this a new game or a reskinning of swg into a new game?
I've been waiting for the recycling of failed MMO into new ones salvaging allot of work put into old MMO to happen, will this be one of the first.
Trailer shown was of video from January. Nothing shown "new". It uses PS2 engine - zombie shooter/mmo like DayZ
Didn't catch all of it, was playing PS2. Here are the highlights I caught:
Highlights from tonights GTL Stream and Smed's Intro Post on the H1Z1 Subreddit
"we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly, and revel in the sheer delight of hearing a zombie scream as you light it on fire, or craft a gun to take down your friends and enemies alike.""If you prefer a quiet life as a farmer raising crops... we’re going to make sure your zombie apocalypse fantasy is complete. If you’re like me and you want nothing more than to kill everything that moves, by all means see how that goes. It’s going to be a blast!"Very deep crafting system SWG style. Getting a car going will require a battery, charging the battery, spark plugs, fuel, etc.Sandbox style gameplay where players can build their own shelters, fortresses, with weaponry to defend from Infected and hostile players.Different from DayZ because its a persistent MMO. This means thousands of players. An economy. Trading.
Sounds badass if the don't fuck it up.
Even if zombies are the most played out theme in gaming, there isn't actually a good open world/sandbox zombie game out there
With Planetside 2 engine can easily see this being feasible. DayZ and Left4Dead are pretty damn cool, but a zombie MMOG could approach something like the Walking Dead TV show but in a game.
Why would a zombie scream if you set it on fire?
Around 2:51, Smed mentions Emergent AI for zombies, the same AI tech they alluded to for EQN/Landmark.
Storybricks? Guess we'll finally see it in action soon.
Last edited by InterSlayer; 04-10-2014 at 02:33 AM.
Looks cool. Has the potential to make them some serious $$.. Guy interviewing was pretty annoying tho.
Looks promising if they can keep game breaking microtransactions out of the picture.
i'm really glad their new model is f2p, looks like something i'd fuck around with for a few hours but not wanna pay a sub or box fee even, being a cheap bastard
i mean honestly it just screams DayZ clone, but pay us lots of $$$ instead
Not anything I would want to pay a sub for but like $30 for a key? Yea sure. I bought rust and enjoyed it for a while.
This actually looks good. SOE has really been stepping it up lately.
Looks like SOE is gonna be getting all my monies... just don't fuck it up, Smed.
P.S. - Why is pitch black darkness in H1Z1 a 'feature' but in EQNext it's 'denial of service'? Oh that's right... keep Butler off camera because he is so full of shit it hurts.
PS2 population is (very) slowly dwindling; nobody is experiencing all of these problems, but each person has 2-3 little persistent problems that interfere with their experience in some way and these things are keeping PS2 from being a great game. (I should note I loved Planetside since beta, and that has transferred over to PS2, so depending on your POV I'm either being too hard or too soft on the game).
Edit: How this concerns H1Z1 is that SOE's philosophy/design decisions, if PS2 is any indication, would make it an average, playable game that stumbles due to its own flaws.
Last edited by Urlithani; 04-10-2014 at 04:58 AM.
A persistent world is really sounds like a game changer for the zombie survival genre. Even if there's not permadeath (and I'd bet that would be a ruleset on at least one of the servers), it does mean you have a lot more to work for, which means even more to risk. The idea of having an economy in this game alone excites me. Though, they could've come up with a name that was less of a mouthful.
We (as in the current iteration of gamers) need more transparency from large developers similar to the trend that SOE has set with their continued communication. Trion following suit and dropping the NDA so quickly on the ArcheAge alpha was a great followup.
This new project H1Z1 looks quite promising but I have to wonder what sort of resources they plan to tie up between this, Landmark, and EQ:Next coupled with continued support on PS2? I don't know enough about the SOE infrastructure or personnel to ascertain if things will end up anemic in areas due to folks being stretched too thin but if they can keep this pace up, I think the MMO future looks very exciting.
I really enjoy DayZ so this may be a home run. I guess it comes down to SoE's decision making (which hasn't been bad as of late) and how the microtransacations impact the game.
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[EQII] Muligan Van'Jurai - Templar - Nagafen & Antonia Bayle (retired)
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Some quick updates
-Early Access will be $20 on Steam supposedly in 4-6 weeks (smedtimelol). The GTL video preview said the h1z1 debut was suppose to happen in February, and its almost mid april now /shrug
-When you die your items remain on your corpse
-There are no levels or skills
-There is a live gameplay stream planned for Monday april 14th, dunno what time yet
-Game is built off of Planetside 2, I guess this means no voxels?
-Different servers will have very different rule sets.
Last edited by InterSlayer; 04-10-2014 at 01:48 PM.
He also mentioned its pretty hardcore PvPers wet dream.
NM it was already posted.
Smed doing a discussion on H1Z1 subreddit asking about monetization ideas.
He's reading and replying, so if you have any good ideas this is your chance!1) This will be a F2P game (after early access). During early access it's going to cost $19.99 to play.
2) We are not interested in selling weapons. Weapons are only aquired by crafting or exploring and finding one. We are not selling power.
3) The game at it's core is about survival. Our preference is not to sell ANYTHING that can help with that. If this game is too hard for you play another one. We don't want to give shortcuts for our core mechanic.
4) Wearables - we DO see wearables as an obvious "heck yes" kind of thing. I think it's perfectly reasonable to have most wearables be purchaseable. Of course we will still have plenty to craft, find and wear for free.
5) We made this game because we love making games and entertaining our players is why we exist. That being said, we do need to make money. Your ideas are appreciated greatly but if we can avoid the "hey give us everything for free because you owe it to us since you're a big company and we should get free games" commentary it would help a lot.
We have discussed some type of simple advancement system in our Play as a Zombie mode. but that's down the line.
there will be horses
not like minecraft or landmark at all. closer to Planetside 2's terrain system plus a lot of modifications for destructability
Last edited by InterSlayer; 04-10-2014 at 07:02 PM.
SoE has really stepped up their game. Will be looking forward to this.
Zombies are overrated, ps2 engine is excellent, but fucking zombies sucks now, when they could have a new sci fi/western/fallout style of their own style.
I'll give this a shot. If anything it looks like a more polished DayZ which is fine with me. I can't stand the Arma engine.
If someone can reproduce exactly what made DayZ awesome- total, absolute freedom to do whatever the goddamn shit you want, with no rules PvP and player corpse looting and some actual survival elements, and it's on an engine that isn't total ass, I'm in. Basebuilding and vehicles are also a must- it's the thing that's holding back DayZ Standalone, and the reason why I'm quickly losing interest in DayZ Standalone- there's just nothing to do other than hunt players/fuck with newbies once you've got enough gear not to starve to death.
I am hesitant, however, when they speak of trading. I like the idea of trading, but I really don't see how it can be done without either safe zones or some sort of auction house/global trade channel. all of which completely break immersion and present huge issues with PvP.
Really, all they have to do is do what DayZ does, but on a better engine, with base building and vehicles, and with support for more players, and they'll probably be able to steal a large portion of the player base fairly easily. I know I'd move.
Surprised to say I really like this look of this. I've been interested in DayZ, but the sheer jankiness has kept me away from the mod and the standalone.
It's funny, I've seen two big complaints the last few years about mmos.
#1- "Why the fuck do we have all these levels? Why can't we just pick up things and do shit right away? I'm tired of mindless grinding and you stringing my sub along."
#2- "I don't care if it's Hello Panda, if the gameplay is fun and engaging, I'll buy it."
Now the argument on forums is "I hate zombies.. played out so I'm not touching it; don't care how fun it is" and "Why don't we have levels in this game?" Sony devs gotta be going "wtf???"
Humans. Go figure.
Sinking in that there are no skills / builds and I am considerably less excited about this now.
Smed really misled me with the SWG references.
Full PVP all the time? No thanks, I played Darkfall and EvE. While it was fun playing in the world of the game, it too was overly rampant on PVP and I would have just been happy playing in the world without having to worry about some player always messing with me all the time.
Thinking they are missing the mark and the potential of subs. I like the idea of a zombie game but with some form of safety and cooperation with other players (way more than what EvE offers. The idea of grouping to protect from other players and not zombies seems like a cop-out! Its going to be just another PVP flash spawning grind. Their goal being players are your biggest threat shouldn't be, then why have zombies?
Hunger, zombie trains and supplies should be the biggest problems! I understand the pvp element but they need to have some control check. Just open pvp will keep a major amount of players away!
And SWG ref, is just that...Reference. Its like having HD label on a bottle of Milk!
There's a subset of people who just want a gankfest. Just like there is a subset of people on UO freeshards whose sole existence is spent lol'ing on the forums at people who don't like being griefed. They keep lol'ing while the player base disperses and then find there's nothing left to play the game for.
In fact full PvP and looting makes a freeshard UO experience a decent analogy to how I am perceiving what's being released about this game. Smed should go play a UO freeshard for a few days and experience how a small number of asshats can screw a game up for an awful lot of people.
Garriott has backed well away from open, full loot PvP for his new MMO. Smed seems a long way behind in terms of experience of this environment. The truth is griefers and gankers are a very small (but vocal) minority of a potential player base. You'll find them on the forums of hundreds of dead servers defending their right to gank player bases who have all but disappeared.
Now if you're talking about an environment with insignificant loot akin to TF2 then that's a different thing. But you try and bastardize a deep crafting system with a game like that then it's like trying to mix milk and oil.
On the bright side the forums for it will be amusing even if we know exactly the kind of complaints that will proliferate before the player base largely disappears. It won't happen straight away but you could pretty much set a countdown for it and watch it happen in stages.
I hope the game turns out nothing like this. I've been massively looking forward to it.
Last edited by Flight; 04-11-2014 at 11:46 AM.
Right now it sounds like it will start off with just PVP Hardcore and see where things need to go from there.
Summary (with SOE replies) of the Whisenhunt Interview via Lirik DayZ Streamer.
Smed talkin map size.
We want to make sure we clearly understand how the players are playing the game before we do that. On Planetside 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn't. This game is different. We're doing it smarter.
Zombie Apocalypse isn't going to be any fun if it's like Disneyland on Spring Break and super crowded. We want remote.. haunting... being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it's not a very convincing Apocalypse
Last edited by InterSlayer; 04-11-2014 at 04:29 PM.
This game is targeted at those who like dayz type games. There are plenty of care bear zombie games out there for those who don't.
For the others:
Full PVP all you want, but Flight nailed is pretty good. I get that some LOVE the pvp. But without the 80% playerbase to help support the game, its just another Planetside/FPS FFA with zombie trash in the way.
The problem with free PVP, no system of regulation and punishment. You can just respawn and rebuild or shoot someone to take their stuff. Which is what all this will be. Darkfall is a perfect game that mimics this problem. If you just repoly/skin the mobs, landscape it would be this. How well it is doing now a days?
There will be a pull, the CounterStrike and Battlefield players will dig this but I just dont see it making it big cash wise for SOE untill they have a good setup to counter asshats and give the carebear crowd a semi safe sandbox!
Apparently those that think the player base is going to shrink quickly havent been paying attention to the popular games of the day. People are not quitting Dayz in disgust after they lose hours of their time, they are quitting mainly due to lack of content in the stand alone client if at all. If this game has even the same amount of content DayZ epoch mod had 4 months ago, but with a less shitty UI, you'll see a huge surge of players swapping over to this.
I think the main problem for you folks is that you see SWG player towns and only focus on that. This is going to be a DayZ MMO because SoE saw how well that game and Rust were doing. The player towns and crafting is the content to keep the people that like this genre of game around. DayZ and Rust have been top sellers for months at this point. There is alot of money to be made in this mixed genre if done right.
No one said the player base will shrink quickly. In fact the only thing that was said was that it wouldn't happen straight away.
As for not paying attention I'd guess most if not nearly all of us have played Dayz. So we all know the strengths and short comings of this type of game.
You carry on this disconnect by creating a 'you folks' and then further assign to 'them' misconceptions about ignoring aspects of the game.
The truth is it's not just care bears vrs l33t pwners. We've all played multiple examples of the varying genres under assessment. The bottom line is there is a minority (usually very vocal) who are all about ganking and griefing and a minority (usually very vocal) who are 'care bear' and the majority falling in the middle who like to have risk vrs reward and consequences for actions.
Those are the two principles that these games need to have at their foundations to have any longevity and to maintain a healthy player base :
i) risk vrs reward
ii) consequences for actions.
Gankers don't want consequences and care bears don't want risk (generalization).
So, yes, Dayz Z is missing some depth. But significantly it's missing consequences for actions as much as anything else to appeal to the majority of gamers, who are neither true care bears or true griefers.
If Smeds new game includes consequences for actions as well as adding depth to Dayzs ideas then it will be on to something. Dayz has some consequences in optional rules and flags which can be applied by server admins but in the majority of cases they don't work very well if at all. Maybe Smed can improve on Dayzs ideas here?
The challenge is that the deeper the non ganking elements are the more stringent the consequences need to be to balance the game. In the majority of cases in past games where ganking is present (UO, Darkfall, Salem etc) it largely relies on the length of time it can take to finish your character and then taking something away from it eg stat loss, perma death. If there are no skills or time invested in developing 'ganker' characters it gets so much harder to conceive let alone implement a system that will work. In the days of multiple accounts, multiple characters and proxy IPs one of the only consequence that has any weight is permanent character death.
At launch it's all new and shiny so the view exists that you can counter ganking by playing in guilds or groups. But there's actually little content in these games outside of mass pvp that encourages this and surveys have consistently shown that MMO players actually like to play something like 70% of their time solo.
In summary - as Dr Neir highlights above - there's a reason why no game has prospered since vanilla UO that satisfies the urges of gankers to go around pissing on other peoples day. Shocker ! Those games that have tried follow, almost without fail, the same timetable of moving from a healthy starting population to a small unhealthy population with gankers owning the forum and 'lol'ing at anyone that tries to discuss balancing systems. And inbetween they invariably have forums that follow the same pattern over time with the same types of individuals standing out.
At the end of the day considering the above there will probably be servers with rulesets that allow ganking and servers that don't. The probability is that :
i) Smed will fail to implement significant consequences to discourage griefing, and
ii) servers that don't allow griefing will prove more popular (over time) and have populations that are healthier and last longer.
Last edited by Flight; 04-12-2014 at 11:49 AM.
If they are going with no lvls or skills to grind, at least give some form of punishment. One way to do this is to have an NPC faction that follows you in little ways with bonuses. Follow the thought for a sec.
As you adventure around you will have an NPC(s) that happens to run up to follow you like a pet. This NPC can be attacked by other NPC(s), zombies, environment and players. You can gain more and more NPC(s), but they watch you and can run off given your actions.
-Longer you have an NPC the better stuff you find, things work longer and you can stave off hunger without affecting your character.
-You can gain more NPC(s) but with a cap limit. This can be increased by having shelter, farms, stockyards, manufacturing/production, medical, actions and special NPC(s).
-Killing is harding to do, you can knock out someone if you wish to take their stuff instead of killing outright. You will have to do the same with their followers to get their stuff. Maybe not all player's NPC(s) will need to take out, some will submit or hide. But remember your NPC(s) will be watching you. Those that dont agree will run off, could stay behind to help the knocked out player and their followers or join them later.
-You can kill, much like SWG with walking up and deathblow but most of your NPC(s) will run from you unless this is a revenge kill from a repeated ganking. The majority of NPC(s) will not want to be with you for this action. Those that will and like you for it will also start attacking your own NPC(s) over time and limit your max cap potential, increase in hunger, things break faster, harder to find better stuff and will run off other followers.
-Being attacked from other players, NPC(s) can help in keeping your stuff safe. They could attack the other player, hide or be killed. At least 1 NPC(s) will live and run off, the attacker wont be able to kill that one NPC(s). If you die, all NPC(s) will run off and haunt the attacking player in small ways over time. They will show up randomly to that attackers group and poison the well. Causing their NPC(s) to end up leaving them or dropping their bonus lvls or helping in creating zombie training.
-Gankers who repeatedly attack the same person will be haunted longer and with more and more neg rating. Problems will start being an issue as the majority of the player's time will have to fight again the negative effects like more and more zombie trains, traps and hunger.
-In groups of players, the NPC(s) will react with each other. If you have a Ganker type in your group/Shelter/Base they will start affecting others NPC(s) that stay there the longer they are there.
-Gankers that want to change their ways will continue to keep getting random NPC(s) running up to them to join over time. They will need to either have gotten rid of their BAD NPC(s) or help in actions that make good NPC(s) happy.
-Being attacked allows for reaction but not deathblows. Even on Revenge action, deathblow will will have some consequences. Best to knockout.
-Shelters will also gain NPC(s) that will stay with it. These will have their own reactions and bonuses.
This is just a short list, nothing in detail but an overview. If they are wanting to storybrick everything they release from here out, this would be a good test!
Stopping ganking would be pretty easy, and won't require perma death.
Just give the zombies AI that includes:
1. We are highly attracted to groups of players who aren't behind permanent structures. The bigger the group, the more attractive.
2. We are attracted to players in the open who do not move for long periods of time. The longer they don't move, the more attractive.
3. We are attracted to groups of zombies.
Done and done. If you can't set up ambush opportunities, your ability to gank/grief is pretty limited.
The game requires some sort of progression, if something as simple as call of dutys weapon progression. Without a carrot on a stick the game is simply a fps game with a giant map. Hollow and boring.
The reality of the concept at this moment of info is youre going to spend at least 15 minutes running somewhere ,get shot in the head and repeat til you do the same to others. I cant see playing it for very long without something with more sustenance.
Last edited by Rhuma; 04-12-2014 at 05:43 PM.
As for Neir's suggestion of a negative debuff. Sounds like I can take my haunted ass and sit in someones town and have the hordes do my trolling for me. In fact that sounds hilarious and I would aim to get that sort of debuff going asap to break into peoples establishments with a giant horde of zombies coming for them every time I log in.
Wouldn't the players just kill you to stop the zombies?
Of course, but if there are hiding places then you can have some fun with it. Under a cover of darkness mixed with hordes of zombies at their walls, they might not think to start looking for a person with a debuff right away. There are other possibilities as well, like building a internal structure once inside to give yourself cover. Any sort of debuff that could cause trains of monsters on other you/players is a bad idea in general, unless you WANT situations like that.
The whole world is PvE (think Warhammer Online). Except there are large PvP islands (80% pve to about 20% in terms of land area ratio). As you approach these areas you'll know based on the look of the environment, sounds, and so on. Scorched earth, with skulls, and these places are radioactive or biologically toxic. In other words Joe Newbie can't just walk into them, he needs some "advanced" gear more or less. Plus all the signs around the area "Danger! Death Zone".
You see, back when the apocalypse happened, these spots were ground zero. Now then, you can find loot and resources in the PvE world just fine, but in the PvP zones useful resources drop more readily. For example, to find a good Car Battery would take you a few hours out in the PvE world, but a few minutes in the "Death Zones". Also a big red sign would flash "Entering Death Zone" plus your NBC gear would start chirping.
The problem with the Death Zones, is that due to the radiation, biological agents, Mcguffin, what ever, people go crazy and deranged and lose their sense of empathy. Hence it's best to go in there with a group you trust so you can more or less keep each other's sanity (that's the "fluffy explanation). Then again, you can't really even trust your group mates. You can go into these places alone obviously but you're at the mercy of whom ever you bump into.
There, solved, open PvP with ganking while having PvE. Pvp is incentivized by making your progression and resource gathering faster.
Add a market or trader. That way those that don't want to enter the Death Zones can buy the rarer loot?
There wont be zones. You should read the first post and see what Smed has said the direction this game is going to take. Its a larger version of DayZ/Rust.
I don't get why people want PvE at all in this type of game.
PvE shooters get boring quick.
A PvE game that encourages strong, deliberate PvP does not seem that hard to design in this sort of setting. Or am I alone in this? Mirror the real world. Extremely limited/finite resources with few options for renewable materials. You want guns? Siege the gang that took the local armory with your mohawk (bow/axe) warriors at night or continue to hide in the mountains with your agrarian enclave.
A horror survivor game should be just that a horror survivor. It takes both PvE(Zombies + environment [weather/flora/fauna/sickness/perma death]) and PvP(untrusting/envious survivors) to do that.
Wonder how a really robust Bounty system could work in a game like this.
Reading above I see people talking about realism and what they'd expect in a zombie apocalypse, specifically "us" vs "you" and 'oh yeah.. "zombies". Any territories would have 'known' bandits and 'established' areas or bunkers. Anyone seeing these bandits would pretty much know they aren't trading and would do as zzeris said, fight or flight.
Well if that's the case, one thing realistic and very much within the realm of the game would be a bounty system. Kill gankers, collect loot/rewards commensurate with your accomplishment.
The hard part is that without 'levels', you can't really tell it's a 50 beating up on a colony of 15 noobs. Bounties where individual people or clans could post on one another might work; I've played games that have that kind of system but don't remember the inherent flaws they had.
So maybe clan A could post a bounty on any member of clan b dying, and clan c-z could collect but no one from clan a or b could. Might make it worth it because they'd not only get the bounty, but assume the guns/loot from the kills.
edit: bleh, just remembered which game had that bounty system.. Archlord.
Last edited by Jackdaddio; 04-14-2014 at 03:56 AM.
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