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admin | Category: Electile Dysfunction 2016 | 17.04.2015
Unless stated otherwise in the description above, all items are in at least excellent condition - so please read our descriptions carefully. Progression in an online, open-world zombie game wouldn’t benefit from the stat boosts and magic spells of games like WoW, but Far Cry 3 implements a unique skill tree that slowly turns the player into a killing machine.
Finding ammunition or medicine in an old RV or shop is one thing, but surviving off the land is another. DayZ and The War Z plop you in the middle of a zombie apocalypse that’s been going on for who knows how long. These are just a few suggestions we think could make online zombie experiments like DayZ more fun. But recent experiments like the ARMA II mod DayZ and the controversial The War Z have opened up the apocalyptic formula with an online, open-world design. The zombie disease preceded the launch of a new expansion, Wrath of the Lich King, and rocked the world of Azeroth. The speedy undead make sprints through empty forests more thrilling, but exploring city streets is annoying when you’re chased miles out of town for making a single misstep. Shooting zombies and leaping over fences isn’t fluid in either game, thanks to clunky controls. Upgradeable health, weapon accuracy, reload speed, stamina, and more could make surviving the apocalypse more satisfying. Virtually no penalties exist to deter violent survivors from taking out other players and looting their corpses.

A good online zombie should allow players to sustain themselves either in urban or rural environments. You must cobble together a ramshackle hut or dig yourself a hole in the ground to survive the terrors that roam come nightfall.
Infected grain shipments inflicted players with a zombie illness that they could then transmit to other players. We’d like to see a mix of slow, early Resident Evil-style zombies along with Olympian sprinter Left 4 Dead zombies. MMOs from Ultima Online to Lineage have reputation systems that punish griefers, but those systems have traditionally been easy to game for dedicated wrongdoers. Players trying to elude the throngs of zombies in dead cities should be able to forage for canned goods and bottled waters in abandoned stores. Our time with the games got us thinking about features we’d like to see in a zombie MMO. An improved design that rewards helpful players rather than trying to judge criminal behavior, offering delayed incentives for helping out your fellow man, could help balance out the short-term appeal of robbing someone blind. Survivors who prefer avoiding the undead masses in favor of less-populated woods should be able to hunt animals and collect plants, as in Red Dead Redemption or Far Cry 3.
Some of the most intense and fascinating drama in zombie fiction occurs at the beginning of the end. Players could barricade homes, destroy staircases, or create traps to help keep them safe from the undead.

But if you have the skills, you can scale a low roof or slide under a truck to hide from zombies.
Quietly biking across the countryside while hunting deer with a bow and arrow sounds like a great way to stay alive during a zombie apocalypse, and players should have that choice. Lee’s harrowing adventure in The Walking Dead is made more interesting because of his fateful ride in the back of a cop car as the zombie outbreak began. We’re not asking for full-fledged excavations like Minecraft, but anything would be better than nothing. Throw in iron-sights aiming on par with modern shooters, and you have a recipe for great gameplay. A gripping prologue could start players off in in a suburban neighborhood overrun with zombies, or an infected military base. Additionally, we want to be able to explore the insides of every structure – no more impenetrable plywood doors and windows.
Wandering the wilderness and skulking through infested city streets is tense, but the apocalypse should begin with a bang. A good starting zone could frontload the experience with more action, serve as a tutorial, and give players a greater sense of ownership over their character.

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