A Zombie Apocalypse, Flash-based (and now in 3D) MMORPG, available here. Still currently (as of October 2010) in beta stage, with a tentative "full" release date "sometime 2011". The developer, Neil Yates ("AdminPwn") is not known for his estimation skills, however.A Unity3D version was released in August of 2010; the final game will use this same format.In 2016, the pharmaceutical company Secronom began testing the cancer-fighting "healing virus" Nerotonin-3 on 109 "volunteer" subjects in a French lab. On June 28, the FrenchGendarmerie raid the facility and release the subjects. Hilarityensues. When the dust and body parts settle (i.e., when the intro finishes), you begin your (mis)adventures in Nastya's Outpost, one of the last known bastions of humanity in Fairview, before venturing into the mutant-infested Inner City to hunt and peck for anything of use.
A.K.A.-47 - Most weapons were changed from their real-world names to this halfway through the beta.
Action Bomb - The brutes and Mothers will explode upon death often killing Melee oriented players.
Adam Smith Hates Your Guts: Played with, since every item is sold by other players. But some prices are higher than kites mostly because : a) they're n00b-traps b) the player doesn't want to pay to store his items and uses the market as a bank c) the players are dicks. 1000$ for a hot can of tuna.
Prices often increase for medications during outpost attacks, usually by higher-level players who can increase market values as they please by owning a monopoly.
Allegedly Free Game: Ostensibly averted, but with each update to the game loot rates for free members have become lower and lower, to the point that a paying member will find far more stuff than a free member in less time, and it will always be of better quality than anything a free player can find.
Most new 'updates' as of late 2010-2011 have revolved around new (buyable) items that are impossible to loot in-game and only available to paying players.
While they have added in the option to buy credits with in-game currency, it is so ludicrously expensive as to be impossible to achieve without the artificially increased paying-member loot rates or literally hundreds of hours of grinding.
Always Night: Unless you turn the quality to its lowest setting in Flash, which is a weird twilight/dusk.
Averted, With the new update there is now an odd yellow colored day, a semi dark dusk/dawn, the usual night and even weather effects. Including a rather annoying mist.
And Your Reward Is Clothes: With the update of character models, clothes are now lootable in Fairview. They only have a visual effect, but Yates said that in the future, they will give bonuses. That doesn't stop some people to run around wearing only their boxers and a Kevlar vest, but if you're lucky (or rich or ready to spend a few bucks), you can easily look like Bill, a Blackwatch soldier or John Marston.
An Entrepreneur Is You: There are no less than five character classes designed with this in mind, but even among the more combat/scouting-oriented classes it's fairly easy to make ludicrous amounts of money by buying items where they're cheap and reselling them where they're expensive, or even watching the market for people selling items extremely cheaply, snapping them up, and immediately reselling them at significant markup.
An Axe to Grind: Several, with a battle axe being the second most powerful melee weapon in the "edged blunt" category.
Antidote Effect: Averted with your healing items, since anything less than a syringe of Nerotonin-2 stops being effective past level 50.
Body Armor As Hitpoints: Played. While armors have a durability counter, they only absorb a percentage of the damage; the rest goes straight to the players' HP.
BFG: The best machine gun is a frickin' GAU-19 machine gun. It requires max level in strength and high (100 not 120) machine guns skill to use it. It got taken out of the game for being extremely gamebreaking.
Body Horror: the special zombies, going from "weird" (the Leaper's tongue reaching his ankles) to "nightmarish" (the Mother, who appears to be a four-armed giant zombie until logic kicks in : she fused with her unborn child).
Boring, but Practical: Melee weapons are very slow and weak, but they have infinite ammo and don't create any aggro.
Pistols and rifles can be deadly with a good build and don't build lots of aggro too. It's possible to take out a boss with a revolver without too much hassle.
Boss in Mook Clothing: The various forms of Green zombies. Each "tier" of zombies has their own associated set of Greens, all of which have higher health and damage, as well as increased aggro compared to the other mooks, and speed up as they take damage. Unless you can kill them fast, you will more then likely have a full horde chasing you while trying to gun, chop, or detonate the glowing bastard down, then get your five seconds of safety to pull whatever (hopefully) precious loot off of the corpse.
Bribing Your Way to Victory: Effectively required to stay competitive at higher levels - the stuff available to paying members is ludicrously powerful compared to the stuff you can loot or trade for, and a paying player will always be better than a free player of equivalent level.
Playing players loot items from one tier above non playing players in the same area. In addition get $800,000+ in game cash worth of in game goods known as credits and get double exp.
Cap: Level 220. Hope you have a lot of time on your hands. After Level 150 or so it takes 2-3 million EXP to level each zombie gives your roughly 15-400
Charles Atlas Superpower: While it is stated that players have developed experience over time, it is questionable as to how even an extremely experienced human can fire an anti-materiel rifle/minigun while outrunning a horde of flesh-eating mongrels.
The 3D mode goes a long way towards averting this, but of course textures and such are still reused. Certainly an improvement, however.
Critical Existence Failure: Averted with fury. Drop below 50% health and your stats take a sharp downturn. Fall under 25% and it gets worse.
Chainsaw Good: Only used by the strong and confident/suicidal; the noise tends to annoy the hell out of any nearby zombies. Its only upside is that you don't move any slower and that the better chainsaws deal massive damage over time, the Grinder's DPS only surpassed by the GAU-19.
It's also extremely useful as part of a team when doing a mission to kill X number of zombies - one guy with a chainsaw constantly running to draw the zombies in, one to four others to kill them.
with the new 3D update using guns no longer slows your character.
Class and Level System: Used with Point Build System; your class determines your starting stats, equipment, and abilites (if any), but the levels give you stat and skill points to spend as you see fit.
Colour-Coded for Your Convenience: The zombies, and the areas they infest, use colors to distinguish difficulty; Zones themselves use grey, purple, and red, while the zombies use those as well as green. Note that the in-game map does not make the distinctions between the neighborhoods, but the player-made map on the wiki does.
Dangerous Windows: While nothing ever comes through them for now, larger ones still need to be boarded up if you want to make a Personal Outpost in a building.
The stuff you get in the Elite Shop is kind of insane though, like prototype indestructable armour built out of whatever scrap could be scavenged by survivor technicians and a 20-round .50 caliber automatic revolver.
The "zombie virus" is Nerotonin-4, believed to be a mutant strain of N-3.
Fun with Acronyms:Many clans have names such as C.A.S.H. or some mega-threads titled as G.A.S.
Gatling Good: The most powerful weapon in the game is a heavily modified GAU-19 minigun, which has had its rate of fire reduced to 'only' 700 rounds per minute so a human being can use it - and even then it requires a strength of 100, which is literally superhuman.
Garrisonable Structures: Any building you can get into, you can barricade and turn into a temporary outpost, allowing you to store your cash, access the market, and a few other options, at least until the zombies come knocking.
Griefer: Occasionally a problem. One popular tactic is to deliberately generate massive amounts of aggro and then lead the resulting pissed-off horde of zombies straight into other players.
in a game with heavy grinding involved this might do more good than bad for a high level player.
Guide Dang It: The game has a very steep learning curve and more likely than not you will not be able to reedit your stats to use weapons it costs $8 USD or 800k in in game cash.
Averted there is a link to the wiki on every page in the game but in the Inner City, In addition there is an automatic message sent giving helpful hints on how to play.
Hand Cannon: The SW500 and Alpha Bull. Then you get to the Dusk Enforcer, which fires .50 ammo, and has a twenty-round capacity. And infinite ammo.
Yet in another way played completely straight, as there are no child corpses to be found in the inner city.
Also, you find no child zombies in the 3D beta.
Hit Points: Though presented in a typically vague manner like most Survival Horror games: The level of health shown is a percentage of your total HP, from Healthy, Injured, Serious, then Critical, with each representing a quarter of your health.
Hold the Line: The main outpost is usually attacked once a day; your mission, should you choose to accept it, is to keep the damn things out. The defense game that fits this the most is defending the main gate, making sure that it doesn't fall.
Only if you have inflicted quite a lot more damage than your target's total health, that is.
The new 3D release uses this one too; it's not uncommon to cut off an arm or even the head of a zombie after a critical hit, but it will still hunt your ass until he's down. Even after you sliced his arms and head.
Min-Maxing: All but required to remain competitive at the highest levels unfortunately. You rolled a roleplay class? See you back at the character creation screen.
More Dakka: The GAU-19, a helicopter turret modified for human use, puts any Warhammer gun to shame. It costs 300 US dollars worth of credits, but does 4 times more damage than the runner up, and fits this trope to well that it actually uses each bullet three times.
Machine guns in general are expensive as hell because of their heavy rate of fire and the fact that bullets cost an arm and a leg. It's cheaper if you stick to the SMG, though.
Musical Spoiler: The ambiance changesjust a little when you cross the border into a more dangerous area of the city, then ramps that up a little more when you generate sufficient aggro.
Not Using the Z Word: Most of the in-game references call them "infected," but players usually avert this.
Obvious Beta: The 3D version is still fairly simplistic, with most of the features gone such as missions.
Missions have been recently added, but they give paying players double bonueses.
One Bullet Clips: Reload time is based on your Reloading stat and the gun's own reload time, regardless of how many shots are still chambered.
One-Hit Kill: The Leaper, one of the minibosses, kills players in one hit regardless of their gear and level. The game justifies it by claiming that he's far stronger than he looks and that his demesured tongue (his main weapon, used like a whip) secretes an ungodly powerful toxin able to kill grown men in a few seconds.
One-Hit-Point Wonder: For a competent player, it is entirely possible to keep fighting even immediately after having been revived, even with just a bludgeon.
But even with full health, you're really only a 3-hit-point-wonder at best.
Pet the Dog: Player run charities give out hundreds of thousands to players.
Averted: Most charities will offer up advice rather then items to poorly created players.
Player Versus Player: Currently has three uses: access to the elite shop for the top P Ker that week, settling Clan disputes, and bragging rights. There's even a consequence-free PVP arena in every town for those who don't want to do it in the inner city.
Purely Aesthetic Gender -Possible. This troper has done tests, and it seems that women tend to find more items at lower levels, and the men seem to do a bit more damage. Still, may be utterly and completely flawed.
Random Event: Green zombies are Made of Iron, carry a single piece of loot more often than not, draw more aggro, get faster the more damage they accrue, and tend to jump you in buildings. Now, imagine seeing two of them on the same screen, three blocks into the City, ''for a level 1 character'. Thankfully, they drop usually good items upon death.
Revolvers Are Just Better: Depending on the player. Sure, they score criticals more often than semiautomatic pistols and do more damage, but most are slow to reload and only hold five or six rounds. The Dusk Enforcer, a cash-only item, however, combines both benefits into one expensive package.
Rick Roll: Used as a joking threat in one of the various ads peddling Gold Memberships:
Twenty Bear Asses: One would think it would be easy to find blood samples form a zombie; they never even say the stuff needs to be fresh and un-coagulated. Pity he who believes this foolishness.
Unstable Equilibrium: As an MMORPG, this is expected to an extent. Unfortunately, most new players can't prepare themselves for their first death and subsequent rocket-assisted kick in the junk. It gets worse as you level, but by then you usually have the money to recover a bit easier.
Walk It Off: Averted. You're wounded? Better get some medicine and a competent doctor, unless you think you can endure it until you level up.
Heal Thyself suffered a somewhat similar fate - Doctors couldn't patch themselves up with expensive medicine in the field anymore, and everyone else has to use low-level medicine.
With This Herring: Aside from some exceptions (the soldiers get a SMG, the cops a shotgun, the farmers a rifle, the cooks a kitchen knife and the firemen a damaged fire axe), every character begins with a sissy pistol, a handful of ammo and a pocket knife. It sucks as badly as it sounds.
Zerg Rush: Get a high enough aggro and this happens. Much more noticeable in the 3D version.
This is the signature ability of the Siren, which suffice to say you'll probably want to kill before things become too difficult to handle.
Aggro is the measurement of general aggression against the players. Aggro is increased by a) using loud weapons or b) randomly.
Zombie Gait: Played straight and averted. The more aggro you rack up, the more energetic the zombies become in wanting you very dead. Listed speeds are "walk, power-walk and sprint," and some will get faster as you damage them.