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shockcore should do a zombie RP server

cegg

Valued Member
#81
WWZ doesn't do that, it's not in the book or movie

the closest parallel to my thing is probably dead island, which differentiates from "infected" and "walkers".

i'm honestly not interested in having wacky or zany zombies. at this point, if you try to be "original" you just end up with something confusing or retarded. this is good enough to allow some varying zombie playstyles for event characters, while generally keeping a classic zombie theme. the positives are there to provide some moral dilemmas and interesting RP as well.

i have a greater overall world planned as well, and the focus would be on how different post-apocalyptic society and factions are, rather than just coming up with a new zombie gimmick.
seems interesting but i doubt it'll happen without an independent host from this community
 

Swarx

Valued Member
#82
seems interesting but i doubt it'll happen without an independent host from this community
ik it won't happen most likely lol

still i'm interested in starting my own server one day (dont worry SCG will probably be dead by then) so if u know anybody that can code/compress addons then hit me up :):):)
 

John Wick

Valued Member
#83
WWZ doesn't do that, it's not in the book or movie

the closest parallel to my thing is probably dead island, which differentiates from "infected" and "walkers".

i'm honestly not interested in having wacky or zany zombies. at this point, if you try to be "original" you just end up with something confusing or retarded. this is good enough to allow some varying zombie playstyles for event characters, while generally keeping a classic zombie theme. the positives are there to provide some moral dilemmas and interesting RP as well.

i have a greater overall world planned as well, and the focus would be on how different post-apocalyptic society is, rather than just coming up with a new zombie gimmick.





fuck off lorax!
Calm yourself, i have nothing against your idea, but i am against ONLY having your Idea, i think there needs to be diversity and more zombie plot than the generic infection.
 

John Wick

Valued Member
#86
So with your idea, forget about zombies for a moment and focus on what causes it.

A pathogen that is essentially fluid borne, so here's what you worry about:

1. Water source contamination
2. Being bitten by an infected.
3. Natrual and accidental intake.

So the first can be mitigated by having your own water purification, this is done by simply getting to glass jars with lids, gutting through the lids, adding water to one end, sealing the two together, hollowed lids touching and boil seawater in them, salt in one end, clean water in the other. That is one of many ways to mitigate point 1.

The second is easy to mitigate and it involves either killing infected from a distance or up close if you must, or better yet isolating them and letting nature take its course and weather the storm.

point 3. can be mitigated by failsafes and precautions.

So right there you have solved the problem of a zombie outbreak that is infection based.

However, say you intorduced another variable, and i will use headcrabs as an example.

1. they are agile and sneaky creatures with a pseudo, hive-mind intelligence in small groups,
2.they can wait for their targets and take them by surprise.
3. they are not restricted by walls or water purifiers.


At that point, you can't really follow the aforementioned 3 points and it really does become a grind for survival, having to focus on both threats at once.


I would want both types in server, one does not work without the other very well.

HENCE why i think we should have both, not one, or the other, B O T H.
 

Swarx

Valued Member
#87
So with your idea, forget about zombies for a moment and focus on what causes it.

A pathogen that is essentially fluid borne, so here's what you worry about:

1. Water source contamination
2. Being bitten by an infected.
3. Natrual and accidental intake.

So the first can be mitigated by having your own water purification, this is done by simply getting to glass jars with lids, gutting through the lids, adding water to one end, sealing the two together, hollowed lids touching and boil seawater in them, salt in one end, clean water in the other. That is one of many ways to mitigate point 1.

The second is easy to mitigate and it involves either killing infected from a distance or up close if you must, or better yet isolating them and letting nature take its course and weather the storm.

point 3. can be mitigated by failsafes and precautions.

So right there you have solved the problem of a zombie outbreak that is infection based.

However, say you intorduced another variable, and i will use headcrabs as an example.

1. they are agile and sneaky creatures with a pseudo, hive-mind intelligence in small groups,
2.they can wait for their targets and take them by surprise.
3. they are not restricted by walls or water purifiers.


At that point, you can't really follow the aforementioned 3 points and it really does become a grind for survival, having to focus on both threats at once.


I would want both types in server, one does not work without the other very well.

HENCE why i think we should have both, not one, or the other, B O T H.
i understand what you're going for, but you'd need to suggest something more reasonable than headcrabs.

water purification is irrelevant. in lore, an infected water supply would justify initial mass outbreak. but in the actual server, nobody is going to be PKed because they did /me drinks from pond. if you get infected by water, it's probably because you were poisoned by someone

zombies can be dangerous if they are played right. i remember playing on a really old zombie RP server, and me and some others volunteered to play zombie characters during events. even with P2L, i ended up PKing at least 2 characters (keep in mind these were during high risk events where PKs happened if you got eaten).

there are ways of incorporating the infection into combat mechanics, and making guides on how to play zombie characters can help too. for example, i would advise against zombie players repeatedly doing "/me attempts to bite" in combatRP, since the human player literally HAS to somehow dodge or they die. instead, zombies should focus more on mauling, clawing, etc., and only go for a bite if the human char negligently exposes themselves to it.

this is because getting clawed or mauled is more reasonable from an RP standpoint, since bites are literally PKs for the most part. however, getting scratched (or splattered with fluids) could carry a /roll with a 10% chance of being infected, which would still provide some danger.

moreover, having the Positivity system makes people less prone to ragequitting when their character gets infected (people often just give up and do "/me just dies"), since they'd have a window of time to try and find a "cure". obviously, Positivity serums would be fucking rare, but it still has the potential to create interesting RP when people get desperate to find them.
 

John Wick

Valued Member
#90
i understand what you're going for, but you'd need to suggest something more reasonable than headcrabs.

water purification is irrelevant. in lore, an infected water supply would justify initial mass outbreak. but in the actual server, nobody is going to be PKed because they did /me drinks from pond. if you get infected by water, it's probably because you were poisoned by someone

zombies can be dangerous if they are played right. i remember playing on a really old zombie RP server, and me and some others volunteered to play zombie characters during events. even with P2L, i ended up PKing at least 2 characters (keep in mind these were during high risk events where PKs happened if you got eaten).

there are ways of incorporating the infection into combat mechanics, and making guides on how to play zombie characters can help too. for example, i would advise against zombie players repeatedly doing "/me attempts to bite" in combatRP, since the human player literally HAS to somehow dodge or they die. instead, zombies should focus more on mauling, clawing, etc., and only go for a bite if the human char negligently exposes themselves to it.

this is because getting clawed or mauled is more reasonable from an RP standpoint, since bites are literally PKs for the most part. however, getting scratched (or splattered with fluids) could carry a /roll with a 10% chance of being infected, which would still provide some danger.

moreover, having the Positivity system makes people less prone to ragequitting when their character gets infected (people often just give up and do "/me just dies"), since they'd have a window of time to try and find a "cure". obviously, Positivity serums would be fucking rare, but it still has the potential to create interesting RP when people get desperate to find them.
I mean headcrabs are perfectly Reasonable, just put them under a different name and give them different lore, which i have written a draft for, they hibernated, they have arisen and are another threat.

On another server, some of you might know it as CC, i play as a zombine, now i can do multiple things, one of them insta-gibbing players by whipping out a grenade and memeing to victory, Instead i go for a more realistic roleplay with them and actually don't attack players if i can see them, i only do it based on noise, so if they start talking or running, i'll give chase and claw at them, if they are quiet and sneaky, i'll let them go past. Zombie Rp is not hard to do, you just have to, and this is going to sound stupid, 'think like a zombie would'.

It also depends where they are bitten, on the hand? take it off, on the torso, clean the wound and cauterise it and hope, or maybe there are drugs which don't cure ti but keep you from turning into a zombie if regularly taken, and maybe there are very rare bottles of 'Zombie PURGE' syrum that can heal people and even make them resistant.

I remeber a character i ran on an old Zombie server simply named 'The Butcher', he was a guy in suit with a butcher's apron and a sewn bag over his head with two eye-holes, on the server, there were guns and all sorts, i ran around with body armour, a suit, an Apron and a meat cleaver.
The character would NEVER, kill people, unless he needed meat(i'll get to this later), instead he'd maim them and drag them away to his place of residence, an abandoned Abbatoir, i then proceeded to lure Player zombies into a sort of pit.

They were given the option of Fight or Freedom, the catch with freedom was that 'The Butcher' fancied himself as a saviour of sorts, and would experiment with the people he captured as 'willing test-subjects', and there would be a good amount of roleplay and a good amount of rolling, and at times it went well for them, but 90% of the time it went VERY badly.

If they refused both, he would kill them for 'meat' and feed the zombie menagerie that he had collected, a lot of which consisted of failed 'Experiments' justified by breakthroughs to find a 'cure'

bearing in mind this was between me and about 5-6 others who volunteered, and i remember an event that we managed to pull off without event staff needing to step in, With PAC skills, i was made a wooden caravan/cart that was pulled by zombies, looking a little like this:



And we rode into the PLAYER TOWN, essentially a compound to keep zombies out, to which i offered 100 credits to anyone who brought me corpses, and sure enough it ran me dry, but i had about 30 corpses piled up.

So with my corpses and lots of disgusted looks and insults, i carted back, to which i spent a little while experiemnting.

The final event for the character was when they turned the corpse's into a sort of fleshy monstrosity, a huge shambling creature that was a series of bodyparts and zombies meshed together and left to grow into each other and then brought to life with applications of electricity and infection cultivation and lots and lots of 'meat'.

At this point, the town had figured out what i had been doing and decided enough was enough and came to kill me, when they entered the first guy to walk inside got mulched as this thing half-stepped, half-clawed him, Instant PK, what ensued was a fight that killed off 5 players, my origional zombie horde was still alive and in a pen at the back.

Eventually it was brought down and my char was captured. i was blind-folded and placed in an abbatoir pen, eventually my character was moved about and found themselves in the pit, with a smile and a laugh, he thought his zombie 'pets' would not eat the man who fed them, in actual fact, he was eaten almost immediately and PK'd, i am not upset he died, but it was a hella fun memory.



ANYWAY, enough story time.


all i am saying is we need variation.
 
#99
Headcrabs are too easy to cull, imo. It's an animal, not something that can replicate en-masse in large enough numbers, in a short enough time, to generate anything like a mass spread of infected. Its also just... goofy. I dont find hl2 zombies very scary OOC, IC, sure. Ooh darn so nasty- but other than that its just... eh.

Use necromorphs, or just- anything other than headcrabs and standard zeds.
 

kooby

Valued Member
Headcrabs are too easy to cull, imo. It's an animal, not something that can replicate en-masse in large enough numbers, in a short enough time, to generate anything like a mass spread of infected. Its also just... goofy. I dont find hl2 zombies very scary OOC, IC, sure. Ooh darn so nasty- but other than that its just... eh.

Use necromorphs, or just- anything other than headcrabs and standard zeds.
dead space colony necromorph outbreak rp NOW.
deadass that'd be cool. Though we all know outbreaks dont last long, so it wouldnt make sense for there to be many survivors
 

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