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Based roughly in a fictional rundown 1920-1950s, Decayed of
Zombies -or DoZ for short- takes place on a large island with
British-American style cities. The world is steadily falling
apart, and is in a state of semi-chaos. The undead walk the world
and many other creatures and things as well, some which are better
off left unmentioned. The two main factions of the game, however,
are the humans and the zombies. The humans and zombies are at war,
with the zombies currently coming out on top, but in place has
been set a mutual cease-fire that is shaky at best, and
non-existent in most cases anyhow, with each side killing any
member of the other on site.
Taking control of a zombie, the player has the starting option of
what general 'type' of zombie to be. This choice reflects the
starting stats of the player in minor ways, but the actual path
the player chooses is forged as he or she plays. There is no
'leveling' in the traditional sense of the word, but rather, the
player's stats increase depending on what he or she kills most.
The player never actually increases in level, so power is gained
through what weapons one acquires and how one trains.Decayed of
Zombies strives to break out of the typical sword wielding fantasy
games and tries to offer a more unique experience. Swords a few
and guns even fewer, but rather, players must fight for the better
equipment and the common weapons are but makeshift ones. Chains
and broken bottles are the norm in DoZ weaponry, and if you
someone carrying a weapon you like, take it from them. Decayed of
Zombies is PvP in most areas, although in some places one can find
refuge from the wholesale slaughter of the world around them. Life
for the undead and living is alike in one sense only: You must
fight to survive. You will perish quickly if you don't find a
balance in the game, whether it be as a loner ambushing people on
highways, or part of a clan. Clans are usually the best bet, so
try to find others in-game who you can relate to, and ally (I use
that word lightly) yourself with them.
Clans or gangs can, for a sum, purchase a place of their own which
is usually a place where one may rest from the constant struggles
of life and chat with other members or even store items. It takes
a certain amount of upkeep a day to keep a guild hall, and you can
buy halls of varying sizes, from small dumpy backrooms to
extravagant hideouts but the bigger it is, the more you must pay.
You can store items you don't need (Always keep your best on you)
in the hall, and they will stay there unless another player picks
them up. You basically share a storeroom with your guild, and can
keep items there that you think another member may want. Be
warned, though: other guilds can get together and raid your halls
and you, their's. If you fall in battle, your equipped items are
up for grabs, whether it is he who killed you, a passerby, or a
friend you saves them for you. Thus, it is always good to keep a
second set of equipment in your inventory, as only your equipped
items are lost.