Case #




News, Research

Weapon Of Choice

I began shooting at age six — where most kids’ first gun is a plastic toy, mine was real and used to keep the crows out of the garden.  I didn’t eat store-purchased meat until I was a teenager 1, and by nine I was adding to the family larder (though in tiny proportions compared to my father’s contributions. He would disappear for a weeks at a time in the fall and return with whatever game had been legal to hunt during that stretch.)

As an adult, I joined the military and learned to see guns as a way to dissuade those who would do us harm (and as the pointy end of retribution for those who didn’t take the hint) 2. I gained an appreciation for their usefulness and a healthy respect for their responsible employment.

Firearms were essential to my family’s well-being and I will always recognize them as valuable survival tools. I still go shooting as often as I can in my free time.

So, as the designer in charge of guns (and other player progression and rewards), is my experience with firearms the primary source I draw from to do my job?

Of course not.

The truth is, realism is only one of many factors we consider when designing firearms for our game.  – there are a whole slew of other influences as well. Not surprisingly, our top goal is fun.

When we sit down to talk about the guns in our game, the first thing we discuss is player expectations. What do players expect from the weapons they’re using? Keeping expectations in mind doesn’t mean that we’re just trying to create the same weapons that work the same way you’ve seen in a dozen other games. But it does mean being true to the expect feel of a particular weapon — and sometimes putting our own spin on things. It means that we’re talking about the way a sawed-off shotgun should spray a whole mass of zombies at close range, tearing a big, ragged hole of gore in their formation. It means that we‘re anticipating the feeling you should get when you put a red laser dot on a zombie head and squeeze the trigger. It means lining up a triple headshot with a high-powered rifle should feel really, really good.

Next, we talk about play styles. We know that people play games differently, so how does this impact how we should design the weapons they use? Some people are interested in using the most optimal weapon for a given situation. Others just love shotguns, or prefer sniper rifles. And then there are the guys that want to run around with two pistols and leap in slow motion while doves fly out behind them.

We want you to feel like a badass when you pick up that 12 gauge, ratchet a shell into the chamber, and head out to clear the local clinic of zombies. Sure, you’ll know that you can’t paint the wall with zombie brains at 300 yards with it, but hey. You chose the shotgun because you like to get in close. And because your girlfriend seems to love her scoped hunting rifle (jealous?), so she can take the long shots for you.

In the end, it is our job to give you enough choices to let you play the game how you want to. After all, if you’re going to be acting out your own personal zombie survival plan, you should do with the gun that fits your play style.

Believability matters too, of course. When we’re having these discussions, it’s good to do a little research. Here’s where my background and interests really helps. The experience I have with guns means that I’m able to break down the performance, weight, and durability difference between a holographic sight and an infrared scope, or explain why someone who has a suppressor available will choose not to use it in certain circumstances. I’ve also arranged for a bunch of us from the Lab to go shooting together so everyone knows what real recoil feels like and just how much it can throw your aim off. (As a note, we’re shooting in an actual professional firing range — not my backyard. Be safe, everyone! MUZZLE DISCIPLINE!)

Trips to the firing range are fun, but some of the research we need to do just involves getting up to speed on things I haven’t had the opportunity to experience. This means that I do a lot of reading about weapons and tactics in my spare time. When I play modern military games, I find myself saying things like, “They’d never do that” or simply, “Bullshit”. It’s my responsibility to do my best to make sure you don’t have to utter those words when you’re playing our game.

We can call all of this real-world information “realism,” but our intent isn’t to make things as realistic as possible. In fact, in many cases, making something realistic can actually make it LESS fun. Let’s use sidearm accuracy as an example. In reality, very few people would be able to headshot a moving zombie at more than ten feet with a pistol due to extreme stress. And not being able to hit zombies at all wouldn’t be fun, would it? As another example, the M4 weapon system, which is the Army’s standard infantry weapon, can jam if it is not cleaned regularly. If we’re trying to make things that realistic, should we create quick-time games for disassembling your weapon, oiling and cleaning it? Lame. On the other end of the spectrum, a good sniper can reliably put lead into a slow-moving target from three-quarters of a mile away. Impressive, but we’d probably lose some of the tension in the game if you could consistently kill zombies before they can get within half a mile of you.

We don’t want to mimic reality — we want to use reality as an inspiration to make things cool.

After believability, we talk about balance. That means not only discussing how effective the weapons are against zombies, but also how effective they are relative to each other. We consider different situations in the game, and whether we should make some guns better than others for certain things. For example, submachine guns are not my favorite weapons. In fact, I think they have a lot of weaknesses in comparison to modern CQB rifles. But against a mass of zombies with particularly decayed flesh, their very high cyclic rate could be really good at buzz-sawing off limbs. (I await the hailstorm of offended P90 fans, but only a couple of you have fired one outside of a game, and therefore don’t know what a pain in the ass it is to have to recharge that 50 round magazine.)

Balance is about feel. It’s not essential to emphasize the differences between a 5.7mm (the aforementioned P90) and the venerable H&K MP5 in 9mm. But we can adjust rate of fire, muzzle climb, magazine capacity and reload times a bit so each weapon has strengths or weaknesses in these areas. Damage can even differ a little, but the particular terminal ballistics of each caliber needs to be very similar. We want them to both feel like SMGs and fit into the balance role and play style of that weapon even though we know that in reality, the 5.7mm round will penetrate body armor where the 9mm will not.

Finally, we have to consider progression. Should some guns suck, useful only until you find something superior? How much better should one rifle be than another? In what ways can they vary? Being able to talk about realistic differences really helps us figure out our options. For example, an M16 rifle has four times the effective range than an MP7A1, but weighs twice as much. A Desert Eagle in .50, or the Charlie Sheen of pistols, is movie-cool and fires a powerful round next to the 9mm, but the 9mm is more versatile and you’ll find like, 4 million of them before you run across a clip of .50. This kind of thing ties into a lot of the long-term reward systems in the game and is something we’re likely to adjust as the game evolves.

So now we’ve got all this information: player expectations, play styles, believability, balance and progression. Now it’s time to take all of these things into account and make some guns. Our primary goal? Pure and simple — fun.

So what do you guys think? What are the key gun-related things you absolutely want to see in Class3 and Class4? What’s your weapon of choice? What guns do you want to see? How do you feel about gun jams and weapon durability in games? How rare do you think really powerful guns should be? Post a comment and share your opinions with us!


A few extra notes:

1. My sweet mother read this and pointed out that I did, in fact, have store-bought hamburger upon request for birthdays or when the larder was running low.

2. So I don’t do a disservice to those who have served in our country’s Armed Forces, I want to be clear that since I was declared medically unable to continue with my military training just before Air Assault School, I was never deployed for active duty. I don’t want to misrepresent my credentials in this area — I have the highest regard and respect for those who have honorably served.

  1. Researcher: Dan
    Date Recorded: March 25, 2011 at 7:07 pm

    Wow. I am sooososo glad you think like this. I’m tired of unrealistic gun games, and this article makes me extremely happy and anxious to get this game. The only thing i can really add is to not make it accurate while running, and snipers should have to crouch or lay down or use a bipod to get a steady shot. No, Call of Duty, holding your breath does not allow you to pull off a mile long shot with pinpoint accuracy while standing up.

    • Researcher: Brant
      Date Recorded: March 25, 2011 at 9:23 pm

      Dan, I feel your pain. I was the unfortunate recipient of some very amazing sniper shots in CoD. That game is still loads of fun to play. Ours will be a bit more serious as far as run and gun accuracy is concerned.

    • Researcher: Dan
      Date Recorded: March 26, 2011 at 8:56 am

      Brant, I was just thinking about weapon jams from reading the other posts. And that got me thinking about the inventory. If you weapon jams, it’s going to get really tense, and pausing the game and going into my inventory to change to a metal pipe would really take me out of the situation. I think it should be a quick inventory and time doesnt stop. Also, putting things in your inventory should be affected by weight and size. I think a good idea for the inventory would maybe be a Resident Evil 4 style, except instead of fitting it in a magical briefcase, you can put the ideas on your person, like a pistol attached to your hip, rifle on back, and maybe you can carry a duffel bag if you need a lot of things.

    • Researcher: qwerty
      Date Recorded: March 26, 2011 at 3:37 pm

      great ideas, aim for realism, but keep it fun, what i want in a zombie game to add to the horror is knowing your going to die if you run into a crowd of zombies and try to shoot it up or not preparing for a firefight. its just as fun to shoot them as it is to run away from a crowd of zombies and try to lose them around the corner or up in a building

    • Researcher: Brant
      Date Recorded: March 27, 2011 at 9:15 am

      I think you guys are going to be happy with how we’re approaching this. Our ideas about inventory are quite similar.

    • Researcher: Dan


    • Researcher: Empyre
      Date Recorded: March 28, 2011 at 9:10 pm

      it’ll be cool not to even have an inventory for your weapons, like sure an inventory for your scavenged goods and ammo but for ur weapons jus make it simple wat u see is wat u get having loads of firearms is not realistic and same for melee, it should be that u equip ur self properly b4 heading out planning is the most important part of survival

    • Researcher: Texasben
      Date Recorded: July 1, 2011 at 6:16 pm

      i agree totally with yall, but i woludnt want a duffel bag. I would take something i can sling over my soulder and is light

    • Researcher: Eric
      Date Recorded: July 17, 2011 at 3:49 pm

      Duffel bags can be slung over your shoulder, and can be light, especially when empty. :P

    • Researcher: Hemingway
      Date Recorded: July 21, 2011 at 12:20 pm

      I like where all of this is going and for realism sake, make the inventory good, its a very important piece of weapons and game play to me.

    • Researcher: Brant
      Date Recorded: July 25, 2011 at 9:35 am

      We’ll be doing our best to walk the line between gameplay and realism.

    • Researcher: Hemingway
      Date Recorded: July 25, 2011 at 11:31 am

      As a question that i don’t know where to ask, i´ll just ask it here, How many people work at Undead Labs?

  2. Researcher: Paladin58
    Date Recorded: March 25, 2011 at 7:10 pm

    It seems that you already have an idea for the in-game arsenal, which makes a virtual gun-nut like myself squeal with glee. But, a question. Are you guys working to try to keep the basic specifications of each weapon intact, instead of modifying when you see fit like Call of Duty and Left for Dead? I’d like to see 30-round clip assault rifles and overkill 24-round drum auto-shotguns, instead of messing for balance. But, that’s just my small, miniscule opinion.

    • Researcher: Paladin58
      Date Recorded: March 25, 2011 at 7:12 pm

      In addendum, not even 24 rounds for that shotgun, but at least 12. The Atchisson AA-12 deserves more respect than a measly 8-round clip! :D And if that gun makes an appearance, Day One purchase for me (though based on what I’ve seen, that was likely anyway).

    • Researcher: Sean13
      Date Recorded: March 25, 2011 at 8:48 pm

      I like the idea of total customisation in a game like this, I think it would be great if you could start off the basic state of a gun and then build it up until it’s a monstrous beast by the time you’re finished with it, i’m talking about the ability to set a bee on fire, strap it to a bullet and then fire it straight into a zombies zombified eyeball. Realistic? No it’s not, fun? why yes, yes it is.

      but back in reality where we all can’t get what we want, then for me, the realism counts, it would kill the suspense of the game if the guns are too powerful. I also really do like the idea of maintaining your gun. Kind of like in fallout where you needed to repair your weaponry after extensive use but instead of just clicking “repair” you could have us search the land for spare parts or something along those lines, keep it interesting.

      What I most like about the weaponry in games though is not the weapons themselves but the interesting and hopefully logical ways in which the targets reacts to getting shot. I think it looks really stupid if you’re shooting something in the leg and his head falls off.

      I know this post has been an incoherent rambling that doesn’t seem to follow any order and I apologise, but I for some reason just thought that it would be super-freaking-cool if you could impale zombies to objects/buildings/other zombies/vehicles with a crossbow or harpoon like weapon.

      Can’t wait for the game.

    • Researcher: Brant
      Date Recorded: March 25, 2011 at 9:39 pm

      Hey, thanks for the feedback. There are a couple things to answer here so let me start by saying that the arsenal of available weapons in Class 3 will primarily be those firearms you’d expect to find in an agricultural community in the U.S. with the added bonus of a heavy military presence.
      Maintaining weaponry is a system we are looking into from a number of angles but I can’t go into any depth on at this time.

    • Researcher: Brant
      Date Recorded: March 25, 2011 at 9:41 pm

      Sean13, look for my next article. I’ll be talking about neat things like terminal ballistics and hydrostatic shock and what that means in the world of zombies.

    • Researcher: Shorti-0000
      Date Recorded: March 28, 2011 at 2:20 pm

      Customization would be good if it incorporated a limit of supplies. I never liked games where fresh mags keep falling from the sky right into your weapon..
      So let’s say you got your AA-12 with a straight magazine, and you find another two with drum magazines. Now you have two drums and one straight clip to play with..
      But that sort of thing would only shine if bullet counts aren’t forgotten with every reload.

    • Researcher: Lucas Hardy

      Yah Paladin that’s kinda what i’m thinking.. Have you ever noticed that in every zombie game some how your clips are “Pre-Loaded.” I would find getting to be able load up to kill a lot funner in a zombie game…

  3. Researcher: Reinpret
    Date Recorded: March 25, 2011 at 7:32 pm

    That was an interesting read. I like to get inside the head and read thought process’ that make up a game I’ve become passionate about.

    However, I personally would LIKE to see things like mini-games for cleaning a weapon, or dis-assembling a weapon. That kind of mini-game could be used in crafting, and create a skill based job that other players would need to count on a steady hand or skill in maintaining your weapons.

    That kind of mini-game I believe I would find fun. Perhaps mundane is exactly what we need. Yes I want to log in and have fun, but if you make everything to easily accessible, you start to wonder how your character differs from others, and I tell you what, if that happens, you will have lost some people.

    Be open minded about those kinds of things. That is my only advice. I’m still very excited, but I’m cautious now.

    • Researcher: Brant
      Date Recorded: March 25, 2011 at 9:48 pm

      Customization is a huge part of today’s firearm industry, we may not be able to get it into Class 3 but it is of great interest to us in the longrun.

    • Researcher: Anthony
      Date Recorded: March 28, 2011 at 5:43 am

      To add to this, We will be in a zombie apocalypse, so precision machining is probably not an option. I get customization but a player should not be able to grab scrap metal and make a high powered scope. 95% of the population would not know where to begin to make something like that.

      Scavenging should be just as important as creating. If my bolt is sticking or messed up and I find another M16 rifle, I should be able to take the pieces of it and place it in my current weapon. not make a brand new bolt from an iron rod

    • Researcher: Shorti-0000
      Date Recorded: March 28, 2011 at 2:08 pm

      I think this is a sensitive topic. It is important to have a balance. Mini-games are great, but what is the strategic significance? If you just slap two hunting rifles together with duct tape, you’re obviously playing Fallout 3 where that process is instant. For amateurs it takes a while to clean a gun properly, and repairs would not only be tedious but also dangerous to the firearm unless they have experience with gun repair. For this reason, I think degrading weapons would create a sense of urgency to get to a secure area where you could take time on it. If you are stuck out in the streets with random pockets of Zeds running you down you won’t be able to clean and your guns will fail.

    • Researcher: andrew
      Date Recorded: March 29, 2011 at 2:34 pm

      along with the mini-games aspect, i think it should be challenging to fix and customize a weapon. But with this some member of the community will shine and become masters of their trade. And possibly members in the game can come from across the in-game world to seek their expertise for a small fee.

  4. Researcher: Scott Powers
    Date Recorded: March 25, 2011 at 7:33 pm

    I’m thinking that it would be interesting to see weapon durability played out in a survival game. Making those well placed shots just as crucial as finding the food due to lack of ammo or to the weapon jamming would make the weapons more precious.

    Furthermore I think sound is one of the biggest factors in believability, to me if a gun doesn’t sound powerful, it’s nothing more than an airsoft pistol or squirt gun.

    Powerful weapons should definitely have to be looted at high danger zones, you have to fight your way to get them “if” they’re even there. But once you get it, you have it and you have to repair it sometimes to maintain but you should be able to keep it for a while. So in question of durability, the weapon shouldn’t break entirely beyond repair, or break extremely often but should be repairable when needed and it’d be sweet if by some how finding manuals or magazines that you gain small repair increases that make them last a bit longer.

    Shotguns in my book are beastly in every which way. Seeing Arnold run down people with 1887′s in T2 was amazing, they should pack a punch but be less reliable at distance. Make it feel like that shotgun can pump more lead than a pistol, higher recoil, higher damage, less accuracy.

    I think in terms of starting out, you shouldn’t even be told that there are weapons around, maybe a hint or something, but you have to like rip off siding of a barn, or pieces to a car, and the more you salvage the better you get at creating. Like say, you take a branch, and you take some bungie cords, and then you put two and two together and make a slingshot. Rudimentary weaponry for starting out. Noted–Slingshots are not great when Zombies need lead in the head though. haha the point is, the weapons should almost be earned, and cherished as survival “tools” rather than means of total destruction. It’d be nice to see a game where every shot really counts and you’re harshly aware that you’re not the only one missing out on ammo.

    Favorite guns from games: MP5 from CoD4 was a fantastic piece of weaponry, but not something you’d find at Wal-mart…haha There could be a military base or perhaps a gang stakeout that had gotten these weapons. Again, dangerous places to obtain, but once you got it it’s gloriously yours. Next gun – pistol grip Ithaca. Holy crap, SO many movies use this weapon it’d be a staple in the inventory of any common zombie hunter. But this game is about surviving the apocalypse, so maybe it wouldn’t be entirely that common. But at the same time, some people would be hard skinned and want to hunt these things down as a means of clearing areas. This gun would be suited for that. Next gun — Colt .45 this pistol would be fairly common in houses..Maybe not as common as the neighborhood househould zombie cat beast, but maybe in dad’s shoe box under the bed? Hidden in plain sight. Finding interesting places to “hide” these guns would be sweet, instead of floating rotating standard weapon pick ups. Looting local pawn shops, farms, hunting lodges, gunstores, warehouse stores, gang infested areas, and other places you would probably find weapons of varying caliber. And then obviously some not so realisitic hiding spots like under a rock in the desert, in the sewer and such.

    Sorry for this being so long, I just like to share my ideas, and you’re company seems to be in love with this, so here it is. :)

    PS (I’m in love with that back and forth community/developer action as well)

    • Researcher: Brant
      Date Recorded: March 25, 2011 at 9:58 pm

      Hey Scott, you cannot have my job so get outta my head! Your ideas about finding weapons in logical places is spot on and is very much in line with my thinking. The topic of weapon failure is an important one in the context of a survival situation and therefore requires serious consideration. Thanks for your thoughts.

    • Researcher: Scott Powers

      Right on! I’m so entirely jealous/over estatic of the team’s work and thoughts on this MMOZ ordeal so far. It’s seemingly been everything I’ve been wanting in a game haha. Being updated this early on in the process is going to make buying/playing both Class3 and Class4 SO much more worthwhile! :)

      Thanks for the reply!

    • Researcher: agentWred
      Date Recorded: April 6, 2011 at 4:19 am

      More important to me then having a gun that sounds realistic to me is having one that is realistically loud in game. The noise of specific guns should be apart of the character of different guns. Gun A might be more powerful, but Gun B just might draw a few less zombies.

      Having unique and identifiable sound effects would be a plus.

  5. Researcher: Jeff
    Date Recorded: March 25, 2011 at 8:18 pm

    I’m so glad to see you guys taking the firearms seriously. I agree with a couple others that it is a vital part of the experience, and I do believe they need to sound loud, and draw the attention of zombies you may not immediately see. I personally wouldn’t mind seeing that gun-cleaning mini-game, btw. Please don’t make the weapons wear down super fast like some games. I can’t wait to see what you’re doing with melee weapons too. PLEASE none of that stupid combining melee weapons with other stuff.

    • Researcher: Brant

      Hi Jeff. I agree that sound is an incredibly important part of the firearm experience and thankfully, our Audio Director takes his responsibilities very seriously.

    • Researcher: Eric
      Date Recorded: July 17, 2011 at 4:22 pm

      I said this once before, and I still don’t think zombies would realistically be able to easily tell where gun shots come from without visual reference. :/ There’s a reason why there’s technology like “Boomerang” to calculate the origin of a shot based purely on its sound. Even weather conditions and environmental conditions affect how sound travels. In an urban environment like that on Manhattan island, you could get a lot of interfering echo, whereas in a fairly level desert on a sunny day it could be significantly easier to judge the direction.

    • Researcher: Brant
      Date Recorded: July 18, 2011 at 10:26 am

      We are looking to find a way to have the zombies clue in to your location based on choices you make, not on an arbitrary distance or by simply telling the zombie AI where you are. There will be many factors including sound that aid the zombies in their hunt.

    • Researcher: Eric
      Date Recorded: July 18, 2011 at 8:24 pm

      Fair enough. :D

      Straying off of that topic; realistic shotgun spread and range is one of my few ulterior hopes, as countering to your balancing as that is. :P

    • Researcher: Brant
      Date Recorded: July 19, 2011 at 9:17 am

      Actually, I’ve been doing a lot of research into the effective ranges of different shotgun rounds and range modifications due to the different chokes. I’m not sure I’m going to go into choking shotguns in this game, it might be a little much but I am on the case for more realistic ranges. Part of it depends on whether we have different types of ammunition, especially in the shotgun area. The spread and range difference between buckshot and birdshot alone are dramatic.

  6. Researcher: Kitty
    Date Recorded: March 25, 2011 at 8:26 pm

    I think that weapon durability is definitely something that should be included in every survival game. If you could just carry the same gun around without ever having to fix it or find a new one, it wouldn’t really lend much credibility to the survival aspect of the game.

    As far as weapon jams, I think that is something that could be included, but to a minor extent. If it happens a lot, people will get pissed off and stop playing (ragequit!), but once in a while will add some extra tension/stress to playing – provided people are allowed a hand-to-hand weapon for those occasional times that it should happen. Perhaps providing some sort of in-game gun repair kit for those times when it does become jammed, and once the overall durability of the gun is depleted, then the search for a new one is on.

    That way things wouldn’t be too ‘realistic’ and frustrating to play, but would add just enough realism to keep things interesting. :)

    • Researcher: Brant

      Awesome take on this Kitty, you’ve touched on the crux of the issue of gun failure in games. If you include it, you have to get it right.

    • Researcher: Reinpret

      I’m impressed to see that you have responded to everyone Brant, and seemingly after you’ve done a long day at work. It’s appreciated.

      On Kitty’s comment, its something that 10 years ago people wouldn’t have been thinkign when developing a game, that a gamer might actually want the possibility for a Gun Jam, or a weapon not firing properly. Go figure, 10 years ago, it would have been deemed “not fun” but thats exactly what makes a unique gameplay experience.

      Also, I think gamers are getting tired of the “click to craft” experience. Differentiate yourself, not by just getting someone to choose what parts you want, and then if you have the skill you can click “combine” and hten presto 5 seconds later you made an item. That just doesn’t cut it anymore.

      Give us some usages out of the analog sticks. Like maybe we have a table where we can assemble a gun or any other item in game. Where you take the 2 peices, and you line them up with the analog sticks on the table. Then in the case of a silencer or silencer attachment, maybe you turn your analog stick. Or down and up to hammer a peice of wood, or round and round to screw in a screw.

      That is innovation. Not click to create. Its not a game breaker, but it would make crafting more of an experience. LIke your actually doing something.

      But thanks again Brant for your replies, I know we all appreciate seeing the devs interacting.

    • Researcher: Anthony
      Date Recorded: March 28, 2011 at 5:54 am

      Two notes on these comments:
      I Love the idea of having to actually spend time to create something. I suggest looking at a game like “Minecraft” for inspiration because it is an extremely successful crafting game.

      As for weapon jams, instead of getting out of the firefight to play a minigame to clear your weapon, how about (as much as i hate to say it) a button mash system. Being in the military I have had plenty of jams, I usually resort to slapping the bolt and mag until it clears unless there is a serious problem. You could even incorporate a skill like “sleight of hand/weapon expertise” that allows you to clear jams with less button mashing.

      Just more food for thought

    • Researcher: Shorti-0000
      Date Recorded: March 31, 2011 at 3:01 pm

      That is a great tip on the mini-games, or construction in general for that matter. Anything that would deal with physics and piece positioning would be great, and as for the one-click wonders, they are very lame. Lining up a nail gun with a wood beam to secure a doorway would not only be a lot of fun, but would be extremely awkward to do in a crisis. Or requiring three people to move a soda machine all simultaneously..
      Basically, the more simple complexity involved, the more enjoyment you get out of it. The trick is diversity. Different weapons need different parts, and are assembled differently also. Various defence objects would be used in differing ways, depending on their size, handling, weight, etc.
      As long as there is variety, you can never get stuck doing the same task over and over.
      And on gun jams, I played Far Cry 2, my weapon jammed once. I never used crappy weapons from there on out. So hopefully we can all pick weapons that don’t fail and not worry about it so much :-)

    • Researcher: agentWred
      Date Recorded: April 6, 2011 at 4:15 am

      Having jams adds a lot to the game. It adds another stat to differentiate weapons, extra stress, and another reason for having secondary weapons.

      As for how jams should play out, I would want to have to press a series of buttons, not just the same button several times. Though maybe you can have both options (one is taking the time to fix it while the other is slapping it and hoping that works). But I think it is important to have the possibility of failing and therefore making it important to keep you cool during the stressful situation. And is dealing with stress is a player stat, then you can give more or less time to hit the right button before failing.

    • Researcher: KCorbo

      So, I just had an amazing Idea for this customization stuff. First you need to find blueprints for homemade attachments (would also have to find the materials.) Attaching scopes and simple things would be already learned. Now for actually add an attachment for a weapon. You would have a work bench to work from, your tools, parts, and weapon of choice will all be laid out for you. The blueprint would be tacked up on the wall for you. however the specific steps could be displayed up legibly in the HUD. you could use the left and right analog sticks for each hand. By moving the hands over the tool, material, or weapon of choice and pressing the corresponding sitck in that hand would drop like a claw and pick it up. You would then have to move the specific parts into place. (I.E putting a scope onto the rail of an assault rifle or other type of rifle) then using the aformentioned method pick up a screwdriver with your right hand move it over where the scope would be. Press the left stick down and you can brace your rifle while you spin the right stick to tighten or loosen your screws.

      Then viola!

      You personally put a new attachment onto your weapon of choice. You’re work put that attachment onto your gun and you could start to feel attached to a heavily modified weapon and all the work you put into it. I think that would be pretty neat. However, this is just a random idea I got while reading all of this

    • Researcher: Brant

      I really like that idea and can tell you that there is no way we have time or resources to dive that deep into customization for Class3. There is much better chance of seeing an interactive system for Class4 but again, I really like the idea of manually adding parts.

  7. Researcher: Adrian
    Date Recorded: March 25, 2011 at 8:45 pm

    Having read this article has gotten me quite excited. I have many opinions of what would satisfy me regarding the firearms in a game. These are just my thoughts. I’m not asking or demanding anything.
    1. I would love to work for my weapons so it would seem a lot more satisfying when I retrieve them. (and I wouldn’t mind waiting a long time before I’ve acquired it as well but that’s just me .)
    2. I think gun maintenance would be a good idea because it would add more “taste” to the variety of weapons and almost every gun would differentiate from each other; the same model but one has less reliability than the other so it would be prone to jam.)
    3. Having your gun jam in the middle of a battle with zeds cornering you in a small corridor would be the ultimate retribution for not taking care of your weapon and it also would intensify the experience so much more.
    4. Gun cleaning kits would be another important commodity to the Class 4 world and could be as important as ammunition.
    -Your fan and reader since day 1,

    • Researcher: Brant

      Adrian, thanks for the comments. Part of my job is to think about guns as a reward mechanism so it makes sense to have a player work hard for better rewards. Though I will say that getting a very powerful weapon is just one small part of the greater survival plan.

  8. Researcher: S. Godkin
    Date Recorded: March 25, 2011 at 8:51 pm

    As people have already stated, having to repair firearms and maybe even dealing with jams would be nice addition to have. Doing it would add suspense & danger to an all-ready dangerous fight and it would also make players try to plan ahead or force them to change tactics on the fly. It also means that they can’t use tactics that ensure maximum protection and safety all the time.

    On the topic of weapons, although you will probably have most if not all bases covered, their are a few weapons I’d like to see. Off the top of my head, I’d love to use the Steyr (Either the AUG A1 or A3) or even the Australian F88 Austeyr. I’d also like to use the SR-25. Most of the others I can think of like the G36C and such are generally common in games but the Steyr & the SR-25 are the ones I’d love to have.

    • Researcher: Brant

      Most of the weapons found in Class 3 will be of a less exotic nature than the ones you called out, that’s due to the rural agricultural setting we are building for the first game. That’s not to say we won’t include guns like that, just that you shouldn’t expect every farm truck to have a gun designed for paratroopers. Thanks for your comments, I really appreciate your input.

  9. Researcher: Mike
    Date Recorded: March 25, 2011 at 9:20 pm

    Some thoughts I have with relation to other survival games I’ve played:

    1) Will the ammo have weight? If so, I want to be able to pair weapons that have the same ammo, i.e. I want a pistol and rifle that both use 9mm so that I’m not carrying two kinds of ammo to address two different scenarios.

    2) While jamming seems like a common scenario, the ultimate punishment for not maintaining a weapon would be an actual backfire. That said, if maintenance is going to come into play, I’d like to know that maintaining a favorite weapon would result in a particularly long life, with a cleaning kit that doesn’t get used up in a single use. I’m not particularly fond of a mechanic where every shot fired degrades condition and the only solution is to cannibalize another matching gun or use a one-shot repair kit.

    3) As for progression, I prefer the idea that the world is littered with weapons, but you have to be good enough to make any real use of the better ones, the rest you either hold for when you are skilled enough or barter away. You may be able to find an automatic weapon early on, but without skill it’s just going to make a lot of noise without enough accuracy to be worth firing. Naturally the *really* good weapons should be harder to find (or at least their ammo is).

    4) While I do like the idea of being able to grab many objects to use as improvised weapons (nice to be able to grab a tire iron from the trunk of a nearby car when you’re either new or out of ammo), I’m not a fan of the idea of combining things to make new weapons. While you’re busy merging a machete with a weed-whacker I’d rather be scavenging more ammunition.

    • Researcher: Brant

      We have not made any decisions as far as the inclusion of systems governing weapon care and failure, any system we design for that purpose would have to be enjoyable to do, repeatedly. Thanks for posting!

  10. Researcher: Ian Graves
    Date Recorded: March 25, 2011 at 9:59 pm

    I think that there should be weapon jams in the game, it would make it feel more epic like you could be fighting zombies and your weapon jams, it would get you thinking of a second resort of survival.
    I also think that some of the guns should have an option to change firing type, such as semi auto,burst,and fully auto, me and my friends were really hoping for that option in the game.
    I think that it should be really hard the find a more powerful gun because you just dont see them all over the place, you guys should make it a challenge to find any type of gun really.
    Make it not as hard to find shotguns handguns and hunting rifles.
    Make a lot of melee weapons in the game.
    My weapon of choice: REVOLVER

    • Researcher: Brant

      Revolver, done. I’m a big fan of the reliability of the good old revolver too. Rest assured friend, it’s part of the plan.

    • Researcher: Puckett

      1. I’d like to see a weaponry base consistent with what’s available at a broad cross-section of gun stores. In other words, if you can’t walk into 6 or 7 out of 10 gun stores and find it, it shouldn’t be in the game, or should be exceptionally rare. In the case of sporting goods stores or big box retailers, equipment available there (whether archery supplies, bats, hunting rifles, etc.) should be more accessible and available due to broader market share.

      2. Considering gun stores would likely have been raided right off the bat, this will still mean scavenging for weapons and ammo.

      3. That should be multiplied by 1,000 times when considering police stations, military bases, etc. as sources of ammo, weaponry and tactical gear. Most of that gear would have been with first responders and deployed troops, not sitting around in a warehouse waiting for a rainy day. A zombie outbreak IS the rainy day that gear gets saved for – grenades, weapons, ammo, equipment, etc. would be in the field or have been expended or damaged (in the case of equipment, probably beyond the ability of civilians to repair).

      4. Modular weaponry with a skill-based system. By this, I don’t mean swapping out a six-round cylinder for an eight-round cylinder, I mean being able to attach a scope or sight to a weapon based on a player’s weapons skills, developed through target practice, combat, etc. Why not offer the option of a mini-game to disassemble, clean and oil arms to improve weapons skills?

      5. Love the idea of fire selection – single-shot, three-round burst and fully automatic where appropriate and accurate, please :)

      6. Consider disabilities when thinking of mini-games and the game in general. Can color-blind players do it (i.e. does it use red and green)? Will there be sounds that carry meaning which may be an obstacle to deaf gamers? What about veterans returning from combat who have lost a limb? Will they be able to play it? How?

    • Researcher: Puckett
      Date Recorded: March 26, 2011 at 1:59 pm

      As a few other thoughts, I’d like to see some of this stuff in game:

      1. Speedloaders. Revolvers have one drawback which is reloading – speedloaders have existed for a LONG time, yet rarely pop up in games. Since many games use a realistic time to reload a weapon, why not offer players items that exist and are readily available to improve their reload speeds?

      2. Since this sounds like much more of an RPG than many games, what sort of encumbrance will players have to consider with respect to clips (empty and full) and ammo?

      3. One pet peeve I have about a number of games is adding ammunition back to the ammo on-hand when reloading, as if a player took the time to remove the last two or three rounds from the magazine they just ejected and put them into another clip. I’d love to see a feature which prevents players from using that ammo until they’ve returned to base and refilled their clips in a safe, secure environment. How many people are going to sit down and put rounds into a clip while being pursued by zombies? And wouldn’t that make them just a BIT nervous and shaky (and thus more prone to dropping and LOSING ammo)?

      4. No such thing as endless ammo. This includes melee weapons. I’d love to see some sort of fatigue mechanic kick in after players have to fend off a few zombies, or an encumbrance meter of some sort that allows players to overload their pack at the risk of having to drop it and maybe not make it back to their safe zone at all. Since you’re thinking tactically, please include that stuff.

      5. Please only include current, real-world weapons in common use or that are commonly available and logical for the environment. An AK-47 MIGHT be present if there was a gang problem. If there was a military base, it’s reasonable to find M4s around. Please don’t include future weapons, gear most commonly used by special operations teams, etc. While I know that a zombie game is unrealistic by its very nature, PLEASE don’t pull me out of the game world by giving me 20mm smart rounds or prototype assault rifles, etc.

    • Researcher: Shane
      Date Recorded: March 26, 2011 at 4:25 pm

      I like how in the newer Fallouts, that if your weapon is decayed, the gun will jam. It’s not really consistent, and the fix is pretty easy, but it does happen at times of “oh shit, why now.”

    • Researcher: gabe
      Date Recorded: March 26, 2011 at 5:27 pm

      How realistic will shooting a zombie be? I’ve been waiting for a good realistic zombie style mmo for a while. I hope the guns won’t have damage statistics were that have a number explaining to me how much damage the gun will do to a zombie. I want to take my revolver shoot the freakbag in the leg and cripple it. Have you guys thought about it?

    • Researcher: chris
      Date Recorded: March 26, 2011 at 8:45 pm

      Any chance on a beta release? And will we see post- apocylpse vehicles?

    • Researcher: Nukaclaw

      i think the things i would like to see is custom paint jobs and a WA 2000.

    • Researcher: Brant
      Date Recorded: March 27, 2011 at 9:35 am

      Puckett, great points, you and I think a lot alike. In fact, I will state again that my position is filled and won’t be open for a long time. The more realistic treatment we are interested in will require us to look at a lot of systems with a different eye than normal action games, for sure.

    • Researcher: Brant
      Date Recorded: March 27, 2011 at 9:59 am

      @Shane – those “oh shit moments” are the lifeblood of what we are trying to do.

      @gabe – my next article will be about bullet damage and how that relates to zombies!

      @chris – I don’t know and “eff yes”.

      @Nukaclaw – Walther only made something like 170 of the WA 2000 and stopped manufacturing thirty years ago. I hate to say it but this defines the type of rare exotic firearm that probably won’t make it into the game, especially in the closet of a wheat farmer.

    • Researcher: Alex
      Date Recorded: March 28, 2011 at 1:25 pm

      Okay, so firearms is something I’ve been anticipating on this website for a while now, and I have some views on how I’d like them to play out:

      First of all, as you mentioned, they should be balanced. I really hate it when games have a whole bunch of guns for us trigger-crazy simpletons, but you get the two or three weapons that EVERYONE uses because they’re the best, and then that makes it much harder to use the others, thereby effectively nerfing their usability.

      However, if guns in a game are too balanced, that makes things boring. I hate it when you pick a gun, use it, then pick another gun and it’s the same experience. Each gun should be used in a different way and at different times instead of the choice of weapon not mattering. This game should really be about picking the best weapo for survival, because it’ll be your tool, your instrument, your… Killeverythinginsight-gadget.

      As an avid fantasy/roleplay gamer, I LOVE customisation. I, as a person,don’t like being the same as other people because I find that too generic; when things are different and you can see different peoples’ playstyles and they are DIFFERENT, things are more interesting. Without variation, a game is nothing (to me, anyway). Something I would really like to see is customisation of guns, in the sense that you can take a gun, grab a silencer, take the barrel from another gun, the grip from yet another and have your own unique weapon. Uniqueness (if that’s a word) is the essence of gaming (in my opinion).

      Another thing that I feel would make this game even better would be a way of… For want of a better way to express this, leveling up your weapon. If the game had some sort of system where you can pick a gun, customise it and then as you use it and customise it further it becomes better and better in its own way, maybe becoming faster or easier to reload or something (hell, it could give itself flaming turkey bullets for all I care), then you would’ve made THE best game EVER.

      So thanks for reading through this (if you did) and I have only one more thing to add:
      I want your game. Now.


    • Researcher: gabe

      How often do you guys post on the site and will you be taking ideas from the community?

    • Researcher: Emily
      Date Recorded: March 29, 2011 at 3:12 pm

      Heya Gabe! We try to post articles on a regular basis (usually weekly), and yes…we absolutely do take community feedback into consideration!

      What you guys want to see is really important to us — if you read an article and have thoughts about it, please share them with us in a comment! :)

    • Researcher: Cody
      Date Recorded: March 29, 2011 at 7:32 pm

      When it comes to weapons I think you should only be able to carry what you can realistically carry, so if you leave your base in search of materials and you get jumped there is that feeling of oh **** I should have brought the shotgun

    • Researcher: gabe

      oh thanks emily. will you guys do a post on inventory? i would like to know how that will work

    • Researcher: Alex
      Date Recorded: March 31, 2011 at 3:34 pm

      Nice post – very much looking forward to playing this!

    • Researcher: JW
      Date Recorded: March 31, 2011 at 7:55 pm

      I noticed the mention of gun progression the most out of all of this. Even though I love the detail you are putting into it all because this will be a big part of the game, from firing the weapon to having to scavenge for ammo. But the gun progression part was my big thing. Even progressing from one gun to another there should be the ability to shoulder some guns because in a zombie apocalypse you aren’t just going to toss a weapon away. They can be useful as both melee weapons (In the case of a rifle) or be passed off to someone else who doesn’t have a gun.

      Just something I figured I’d mention.

    • Researcher: Kesk
      Date Recorded: April 5, 2011 at 4:19 pm

      Awesome article. I think with the amount of debate, self-doubt and research that you guys do you will hit the zombie on the head with hammer…did I say zombie, I meant nail…nah, I meant zombie. Keep up the good work. And as usual, I can’t wait, but I am willing to wait for awesomeness. Cheers.

    • Researcher: Tabasco
      Date Recorded: April 5, 2011 at 5:04 pm

      Aesome hearing you are a veteran and grew up around guns. Sounds pretty similar to my story. Actually, I am in the middle east as I type this. As far as firearms, as most stated, make it realistic. Have some sort of durability to them. Fully autommatic weapons don’t make nice little stitch like lines in the ground as I am sure you are aware. Ammo- As you stated, you are gonna find 9mm 5.56 and 7.62 a lot more common then pretty much anything else in the world. I would have to say, ideal firearm for zombie hunting a remington 590. Powerful, extremely reliable.

    • Researcher: Tabasco
      Date Recorded: April 5, 2011 at 5:07 pm

      Actually I meant 870. Getting my mossberg 590 and remington 870 confused.

    • Researcher: agentWred
      Date Recorded: April 6, 2011 at 4:44 am

      1. One way to help with disabilities is to not use only one way to relay info. Its okay to use sound, color, and a symbol. It helps. I should know, I’m colorblind.

      2. I agree that changing a half full clip should take away the rest of the bullets. For this game though, I would go even further and not have infinite clips. Clips and bullets are two separate resources. When you empty your four or five clips, its time to sit back and refill your clips so you can actually reload. There are a lot more bullets than clips, and boxes of bullets don’t come with clips.

      3. Yes guns should feel different, but at the same time, any similar gun is going to feel the same in an amateur’s hand. When it comes to the apocalypse, the amount of ammo (and reliability of a weapon) is going to be much more important than a slight detail in firing rate of power of bullet. Most any bullet will kill a man when shot into its head.

      4. Which brings me to my original point. There needs to be different ammo based on caliber (9mm vs 5.56) instead of weapon type (pistol ammo, machine gun ammo). A person is likely to pick a caliber that is readily available and pick weapons that can use that caliber, instead of the other way around. A magnum might be nice, but 100 rounds of 9mm can produce more death than 10 rounds from your DE.50.

      5. As for “leveling up” weapons, I think this should be done with the idea of being familiar with a specific gun. Even two of the same gun can have settle differences, let alone two different handguns. (“There are many like it, but this one is mine.”) The more you use one gun, the more familiar you are with it, and the more deadly you are with it. This could translate into bonuses for using the exact same gun a lot. It becomes your trusted baby that you never miss with. You may even prefer it over a “better” gun.

    • Researcher: Marcemac

      Hey, look I think that there should be some combined weapons like the ones from dead rising 2 they are awesome, but don’t think on , for example, a lightsaber. Let’s also think on rare but powerful weapons, for example, if you stick a saw into a m16, you get a Lancer (Gears of War 2).It is possible and powerful, but go outside and tell me if you find a saw. So den’t make it impossible, but make it hard if you want to get some nice materials. (A saw, a m60, a pair of night vision goggle and that kid of stuff). Also, don’t forget about darkness, will there be night vision goggles in the wal-mart or you will have to use a flashlight?

    • Researcher: Paul
      Date Recorded: August 4, 2011 at 8:41 pm

      I think you definitely shouldn’t balance guns so they fall into categories like “SMG” or “Rifle.”

      I always wonder why in video games, guns like the MP7 or P90 feel like smg’s, even though in real life they fire rounds ordinarily reserved for larger weapons. The whole point of an MP7 is that it lets you fire rifle rounds in a tight, ergonomic frame. Same for hand guns. I also don’t like that many modern shooters emphasize automatic shooting, when in real life no one is out there spraying AK’s or M4′s to kill targets, especially at range. For suppression as part of squad tactics, yes. Clearing rooms and stuff? Single shots.

      I want to see lot’s of different animations and variations for reloads. I don’t want to be replacing mags in less than a second like in COD with sleight of hand. I want stress to actually be a noticeable part of the game. If you got 50 zeds baring down on you, then perhaps it’s not the time to be fumbling for a new mag. Maybe you should just turn around and run, try to lose them, gain better ground, etc. That will add a lot of tactics to the game. Ammo is scarce, you must conserve it, scavenge, pick your fights.

      I find myself getting irritated in video games when I have too much choice. I find a gun like the AK, for example, in far cry, and I want to get lost on the roleplay. I want to sneak through the jungle with less than 3 mags left, periodically pulling a mag out to count the bullets. I want to be taking careful aim and setting up my ambushes and traps. It always ruins it for me when my character walks over 5 dead corpses and there are AK’s and guns all over the ground, and I instantly refill all my ammo. I want ammo to be tight, and to feel tight, unless you stockpile enough. This way, if you go out to explore, you must manage your resources, while at base you might have larger caliber weapons, and lots of ammo stockpiled. Even then, this too should depend on your exploration.

      At the same time, guns should have some power. 3 Shots to the chest from an AK, and large chunks of your body might just go missing. One shot to the head from a large caliber sniper or rifle, and your head is gone. A burst across a limb can leave you amputated. I want to see this in the game. A tiny .22 may not get the job done in one or two hits, but larger calibers should.

      AND while you may think this will ruin the fun, try to find a way to put stuff like jamming, and gun wear and tear into the game. I liked Far Cry 2′s approach. I like the gun to periodically jam, especially if the chance of this depends on the environment and way you use it. If you have a machine gun, I want see something like barrel swapping. This adds a whole new element to the game. Besides finding new scopes and add ons, you also need to find new parts. This creates a bit of an economy, as after market parts could boost the guns performance, reliability and stuff. Maybe have a mini-game where you can take apart the gun and tinker with it. Definitely require you to clean it once in awhile. This can all be done in base of course.

      I want the guns to feel real and solid. COD makes the guns look and feel real, and at the same time it makes them feel totally static. They lose their appeal. I know every single time that when I reload, it will take 2.1 seconds, this exact animation will play, and I will have this much ammo left.

      Just think about these things. Maybe even make it so that iron sight adjustment is possible, to hit targets at range.

    • Researcher: Brant

      Hey Paul,
      It’s hard not to put weapons into classes for a number of reasons, first and foremost, weapons are classified in real life, for Federal regulating bodies, consumer information, Military and NATO req’s and by the manufacturers themselves. The two examples you provided were classed as PDWs or Personal Defense Weapons, originating (if memory serves) as a NATO need for arming vehicle operators and security troops with a short, manageable weapon system that could punch holes in body armor. Classifying weapons for games also allows for tracking experience with a weapon type, so classing has its uses for games that need to track stats as part of the game design. I agree in part with you though because I believe we will see the death of the Submachine gun as a class of firearms in the next few years as PDWs trend toward smaller, faster rounds (5.7mm P90, 4.6mm MP7) and more manufacturers downsize rifle caliber weapons. We are seeing a lot of 5.56mm NATO capable, short rifles that are sized close to the SMG range. I also find it interesting that guns like the Kriss Super V have chosen the .45 caliber round over the 9mm or 10mm that we’ve seen in SMGs normally.

      The number of unique reload animations will be dictated by memory budgets, not weapon types. Each unique animation we make for a weapon reduces the number of animations for other things like, movement, interaction, emotes etc. I’m okay with sacrificing a few unique reload anims if that means we have more room for movement transitions and environment interactions. I am planning on a decent variety at this time though that should look great with a majority of our weapon types. That may change as resources are needed in more critical areas though.

      Resource management will be a big part of our game. Bullets are precious. In the words of Chuck Taylor from his website, “…remember too that regardless of your choice of weapon, caliber or bullet style, you must still get solid hits in the thorax or cranial cavity to stop your assailant with a minimum of shots fired. There is simply no substitute for marksmanship, a point that, all too often seems to be overlooked. Otherwise, you’re casting your fate to the wind. ”

      I hope to have maintenance and failure in the game, I don’t know if that system will make it into the game for Class3. Customization of firearms is probably not going to be in Class3 either, look for inclusion in Class4, hopefully.

      Thanks for the thoughtful post, my intent is to make the firearms in the game as cool as possible and as realistic as fun gameplay allows.

    • Researcher: Paul
      Date Recorded: August 4, 2011 at 8:45 pm

      Just want to add that looting should take time. That’s what I meant by instantly filling ammo all the time. If I am in the heat of battle, and my gun runs out, I could just pick up a dead persons gun, or run, draw a secondary weapon. But I can’t just walk over a corpse and, boom back in the fight. It should take time. In a zombie game, ammo should be tight because the zeds don’t really carry guns, or ammo. So that means you must look for it in cars, homes, on corpses, in buildings, etc.

    • Researcher: Brant

      Yes, ammo will not be dropping at your feet in Class3.

    • Researcher: thebigman16

      I can’t wait to play Class3 and Class4! I have been waiting for a game like this my entire life.

    • Researcher: Brant

      And we can’t wait for you to play it too!

    • Researcher: Gamesdude109

      Since you guys have posted saying ammo will be sort of uncommon, what will the variety of the melee weapons be?

    • Researcher: Brant

      melee is huge, the weapons we include will reflect our belief that melee is huge. This is probably a Richard Foge question more than me though.

    • Researcher: Josh

      I’m really hoping for some kind of crafting. For people who are stupid like me and want to build fortifications, traps, and bombs. As for weapon jams, i don’t see it being a big deal.. As weapons don’t jam in real life often if you keep them cleaned.

    • Researcher: Mason
      Date Recorded: March 15, 2012 at 9:44 am

      Ya,having a jamming system is amazing but having a magazine system is also a good idea right? You know most of the game don’t have a magazine system, is impossible to load ammo from a box right? What do you think?

    • Researcher: Brant

      Hey Mason, Thanks for posting. While my deep desire is to make firearms as real as possible in the game, some of those realities may detract from fun. Balance is a fine line and we will always lean towards more fun than absolute realism. I have always been bugged by the never ending magazine on a personal level but as a gamer and game maker we have to take into account the vast number of people whose only exposure to firearms has been through games. Those experiences bring a set of expectations that need to be addressed too or we risk alienating a large number of people. We are not following all the “rules” of game guns but some are there because they simply work in a game setting. I’ve tried very hard in this forum not to promise things that I cannot deliver, just to let you guys know where my head is at and systems that I’d like to explore as possibilities. Magazine tracking and malfunctions are just two of the systems that I’ve brought up to the design team. Our process allows us to evaluate and test these systems to make a determination as to their viability in the game and if they meet the fun criteria we are holding the rest of the game to. Nothing is set in stone and we are always looking at new ways to make the game experience more interesting. All I can say at this point is that we are still evaluating the impact of a lot of these systems and we are trying our best to present a firearm experience that is very enjoyable in the larger context of the game.

    • Researcher: Chuckles
      Date Recorded: May 19, 2012 at 12:34 am

      My weapon of choice would probably be the iconic ‘Dirty Harry’ magnum, or one of its close cousins. Lacking that, a Colt .45 or a nice pump-shotgun would be nice. If I manage to run outta bullets, I can always send some brains deep into the outfield, of you catch my drift.

      I’m really excited for your guys’ game, despite not having an Xbox.

      Everyone’s already said their weapons of choice, so what’s yours, Brant?

    • Researcher: Brant
      Date Recorded: June 21, 2012 at 4:51 pm

      Well, your prayers are answered Chuckles. You should be able to find firearms that are very much like those you mentioned. Mine? Glock 20 or 22, an AR platform in 6.8 SBR and Jet Li.

    • Researcher: MaxBrooks
      Date Recorded: June 2, 2012 at 8:40 pm

      Just had one question about melee weapons – actually about THE melee weapon against the zombie hordes: the shaolin spade (or monk’s spade).
      I know, obviously, you’d never find one of these in the agricultural setting you’re planning (unless it’s in China); however, there is a way to ‘make one’:

      1) Obtain a sturdy pole 5-6 feet in length; a strong wood one would do, though preferably a durably, lightweight metal.

      2) Take the head of a shovel, hammer flat, tapper and sharpen the edges to blade sharpness.Attach to one end of the pole.

      3) Take the blade of a medium size (or 2 small ones) hand-sickle – used to harvest gain & crops – and attach to the other end of the pole.

      Ta-da, now you have a farm made monk’s spade to fight off the zombie hordes!

      I know for Class3 this may be a no-go, but please, please consider it for Class4.
      Thank you