Diff: Dead Frontier 2
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{{Infobox game|date=31 August 2018|genre=Survival horror, MMORPG|publisher=Creaky Corpse Ltd|name=Dead Frontier 2|designer=Neil Yates|language=English|website=[https://deadfrontier2.com deadfrontier2.com]|media_type=Digital download (Steam)|system=Microsoft Windows}} |
{{Infobox game|date=31 August 2018|genre=Survival horror, MMORPG|publisher=Creaky Corpse Ltd|name=Dead Frontier 2|designer=Neil Yates|language=English|website=[https://deadfrontier2.com deadfrontier2.com]|media_type=Digital download (Steam)|system=Microsoft Windows}} |
'''Dead Frontier 2''' is a free-to-play online survival horror MMORPG developed and published by [[Creaky Corpse Ltd]], the studio behind the original [[Dead Frontier]] browser game. Released on '''31 August 2018''', the game brings the tense, gritty atmosphere of classic zombie survival into a modern 3D world powered by Unity. |
'''Dead Frontier 2''' is a free-to-play online survival horror MMORPG developed and published by [[Creaky Corpse Ltd]], the studio behind the original [[Dead Frontier]] browser game. Released on '''31 August 2018''', the game brings the tense, gritty atmosphere of classic zombie survival into a modern 3D world powered by Unity. |
Set in the ruined remains of a fictional American region ravaged by a catastrophic viral outbreak, players assume the role of lone survivors trying to endure the growing undead threat. The game blends third-person action, resource management, and RPG-style progression with a strong emphasis on player cooperation. |
Set in the ruined remains of a fictional American region ravaged by a catastrophic viral outbreak, players assume the role of lone survivors trying to endure the growing undead threat. The game blends third-person action, resource management, and RPG-style progression with a strong emphasis on player cooperation. |
Unlike its predecessor, ''Dead Frontier 2'' is not browser-based but instead runs as a full client via [[Steam]], featuring detailed interiors, dynamic lighting, instanced multiplayer exploration, and a persistent world. Players are encouraged to scavenge, trade, fight, and collaborate as they push deeper into increasingly dangerous zones, unlocking better gear, skills, and lore about the collapse of civilisation. |
Unlike its predecessor, ''Dead Frontier 2'' is not browser-based but instead runs as a full client via [[Steam]], featuring detailed interiors, dynamic lighting, instanced multiplayer exploration, and a persistent world. Players are encouraged to scavenge, trade, fight, and collaborate as they push deeper into increasingly dangerous zones, unlocking better gear, skills, and lore about the collapse of civilisation. |
The game is still in active development and has received numerous updates since launch, including new weapons, armour, events, and quality-of-life improvements driven by player feedback. While free-to-play, it includes optional premium cosmetics and upgrades through the in-game credit shop. |
The game is still in active development and has received numerous updates since launch, including new weapons, armour, events, and quality-of-life improvements driven by player feedback. While free-to-play, it includes optional premium cosmetics and upgrades through the in-game credit shop. |
''Dead Frontier 2'' has built a niche but dedicated player base who value its unforgiving difficulty, flexible character builds, and survival-driven gameplay loop. |
''Dead Frontier 2'' has built a niche but dedicated player base who value its unforgiving difficulty, flexible character builds, and survival-driven gameplay loop. |
== Gameplay == |
== Gameplay == |
''Dead Frontier 2'' is a third-person online survival horror MMORPG set in a post-apocalyptic world ravaged by a devastating viral outbreak. Players assume the role of survivors navigating the perilous region of Fairview, scavenging for resources, combating relentless hordes of infected, and cooperating with other players to survive. |
''Dead Frontier 2'' is a third-person online survival horror MMORPG set in a post-apocalyptic world ravaged by a devastating viral outbreak. Players assume the role of survivors navigating the perilous region of Fairview, scavenging for resources, combating relentless hordes of infected, and cooperating with other players to survive. |
The game features instanced zones where up to eight players can explore interiors and open streets together. Progression is level-gated, with increasingly dangerous areas unlocking better loot and tougher enemies. |
The game features instanced zones where up to eight players can explore interiors and open streets together. Progression is level-gated, with increasingly dangerous areas unlocking better loot and tougher enemies. |
=== World and Exploration === |
=== World and Exploration === |
The world of Fairview consists of multiple safe zones, hostile zones, and high-risk raid buildings: |
The world of Fairview consists of multiple safe zones, hostile zones, and high-risk raid buildings: |
* '''Safe Zones''' – Town hubs such as Palehaven, Dallbow, and Greywood act as social and trading centres. Here, players access NPC traders, storage lockers, healing stations, mission boards, and crafting facilities. Safe zones provide sanctuary from the infected threat. |
* '''Safe Zones''' – Town hubs such as Palehaven, Dallbow, and Greywood act as social and trading centres. Here, players access NPC traders, storage lockers, healing stations, mission boards, and crafting facilities. Safe zones provide sanctuary from the infected threat. |
* '''Hostile Zones''' – These are infested areas teeming with various infected types, including standard zombies, elites, and mutants. Players explore diverse buildings — including houses, hospitals, police stations, and laboratories — scavenging for supplies and battling enemies. |
* '''Hostile Zones''' – These are infested areas teeming with various infected types, including standard zombies, elites, and mutants. Players explore diverse buildings — including houses, hospitals, police stations, and laboratories — scavenging for supplies and battling enemies. |
* '''Raid Buildings''' – Marked by red text on maps and nearby building names, locations such as Comer and Son Inc. and Palehaven City Archives present formidable challenges. These zones feature powerful bosses guarding high-tier loot and often require team coordination to conquer. |
* '''Raid Buildings''' – Marked by red text on maps and nearby building names, locations such as Comer and Son Inc. and Palehaven City Archives present formidable challenges. These zones feature powerful bosses guarding high-tier loot and often require team coordination to conquer. |
Each building and zone offers unique environmental challenges, enemy compositions, and loot opportunities. Exploration involves navigating dark interiors, searching containers and corpses for items ranging from Damaged to Unique quality. |
Each building and zone offers unique environmental challenges, enemy compositions, and loot opportunities. Exploration involves navigating dark interiors, searching containers and corpses for items ranging from Damaged to Unique quality. |
=== Combat Mechanics === |
=== Combat Mechanics === |
Combat is real-time and strategic, blending melee and ranged engagements: |
Combat is real-time and strategic, blending melee and ranged engagements: |
* '''Melee Weapons''' – Silent close-range options like knives, bats, and crowbars conserve ammunition but necessitate proximity to enemies. Melee weapons have stats such as Damage, Attack Speed, Knockback, and Stun Chance which affect combat flow and crowd control. |
* '''Melee Weapons''' – Silent close-range options like knives, bats, and crowbars conserve ammunition but necessitate proximity to enemies. Melee weapons have stats such as Damage, Attack Speed, Knockback, and Stun Chance which affect combat flow and crowd control. |
* '''Firearms''' – Include pistols, submachine guns, assault rifles, shotguns, and sniper rifles. Each firearm features distinct stats: Damage, Accuracy, Reload Speed, and Recoil. Effective use requires managing ammo and weapon durability, as weapons degrade with use. |
* '''Firearms''' – Include pistols, submachine guns, assault rifles, shotguns, and sniper rifles. Each firearm features distinct stats: Damage, Accuracy, Reload Speed, and Recoil. Effective use requires managing ammo and weapon durability, as weapons degrade with use. |
* '''Damage System''' – Location-based damage applies to enemies, with headshots causing critical damage. Enemies can inflict bleeding, infection, and other status effects on players. |
* '''Damage System''' – Location-based damage applies to enemies, with headshots causing critical damage. Enemies can inflict bleeding, infection, and other status effects on players. |
* '''Durability''' – Weapons and armour degrade through use and require repair or replacement to maintain effectiveness. |
* '''Durability''' – Weapons and armour degrade through use and require repair or replacement to maintain effectiveness. |
=== Movement and Stamina === |
=== Movement and Stamina === |
Player mobility is essential for survival and tactical combat: |
Player mobility is essential for survival and tactical combat: |
* '''Jog''' – The default fast movement speed, influenced by gear quality and skill perks. |
* '''Jog''' – The default fast movement speed, influenced by gear quality and skill perks. |
* '''Sprint''' – A faster burst movement consuming stamina. Stamina regenerates over time but is depleted by sprinting, making its management vital. |
* '''Sprint''' – A faster burst movement consuming stamina. Stamina regenerates over time but is depleted by sprinting, making its management vital. |
* '''Dodge''' – An evasive move with its own cooldown, independent of stamina. Dodging allows players to avoid damage with invincibility frames. |
* '''Dodge''' – An evasive move with its own cooldown, independent of stamina. Dodging allows players to avoid damage with invincibility frames. |
Optimising movement and stamina usage enhances survivability, enabling players to evade enemies and traverse dangerous zones efficiently. |
Optimising movement and stamina usage enhances survivability, enabling players to evade enemies and traverse dangerous zones efficiently. |
=== Skills and Progression === |
=== Skills and Progression === |
Character progression centres on a skill-based system: |
Character progression centres on a skill-based system: |
* Players earn one skill point per level, up to level 60, and an additional skill point per prestige level (up to +15 prestiges). Skill points can be invested in an extensive skill tree. |
* Players earn one skill point per level, up to level 60, and an additional skill point per prestige level (up to +15 prestiges). Skill points can be invested in an extensive skill tree. |
* '''Active Skills''' – Include abilities such as dodge enhancements and sprint boosts, unlocked automatically without skill points. |
* '''Active Skills''' – Include abilities such as dodge enhancements and sprint boosts, unlocked automatically without skill points. |
* '''Passive Skills''' – Require investment and improve weapon proficiencies, survivability, movement speed, looting efficiency, and other attributes. |
* '''Passive Skills''' – Require investment and improve weapon proficiencies, survivability, movement speed, looting efficiency, and other attributes. |
Unlike the original Dead Frontier, there are no core stats like Strength or Agility; progression is shaped entirely by skill choices and gear bonuses, allowing for diverse playstyles. |
Unlike the original Dead Frontier, there are no core stats like Strength or Agility; progression is shaped entirely by skill choices and gear bonuses, allowing for diverse playstyles. |
=== Inventory, Weapons, and Gear === |
=== Inventory, Weapons, and Gear === |
Inventory space is limited and influenced by equipped gear and skills, requiring players to make tactical decisions on item management. |
Inventory space is limited and influenced by equipped gear and skills, requiring players to make tactical decisions on item management. |
Weapons and clothing come with various stats impacting performance: |
Weapons and clothing come with various stats impacting performance: |
* '''Damage''' and '''Attack Speed''' – Define offensive capability and attack frequency. |
* '''Damage''' and '''Attack Speed''' – Define offensive capability and attack frequency. |
* '''Accuracy''' – Affects hit precision with firearms. |
* '''Accuracy''' – Affects hit precision with firearms. |
* '''Reload Speed''' – Determines how quickly firearms can be reloaded. |
* '''Reload Speed''' – Determines how quickly firearms can be reloaded. |
* '''Knockback''' and '''Stun Duration''' – Impacts how far an enemy is knocked back and stunned. |
* '''Knockback''' and '''Stun Duration''' – Impacts how far an enemy is knocked back and stunned. |
* '''Durability''' – Indicates how long armour lasts before breaking. |
* '''Durability''' – Indicates how long armour lasts before breaking. |
* '''Armour''' – Absorbs a percentage of incoming damage, increasing overall effective HP. |
* '''Armour''' – Absorbs a percentage of incoming damage, increasing overall effective HP. |
Effective management of weapon and clothing stats, combined with timely repairs, is crucial for maintaining combat effectiveness and survivability. |
Effective management of weapon and clothing stats, combined with timely repairs, is crucial for maintaining combat effectiveness and survivability. |
=== Looting System === |
=== Looting System === |
Looting is a core survival mechanic: |
Looting is a core survival mechanic: |
* Players search containers, corpses, and vehicles for weapons, ammunition, medical supplies, food, crafting materials, and rare gear. |
* Players search containers, corpses, and vehicles for weapons, ammunition, medical supplies, food, crafting materials, and rare gear. |
* Loot spots are highlighted and can be looted once per respawn cycle (daily at 10:00 AM GMT). |
* Loot spots are highlighted and can be looted once per respawn cycle (daily at 10:00 AM GMT). |
* Loot quality and quantity depend on player level, building type, and equipped loot modifiers. |
* Loot quality and quantity depend on player level, building type, and equipped loot modifiers. |
* Declining an item does not consume the loot spot, allowing for strategic looting. |
* Declining an item does not consume the loot spot, allowing for strategic looting. |
Players maximise loot by targeting appropriate building types and equipping gear that enhances loot chances. |
Players maximise loot by targeting appropriate building types and equipping gear that enhances loot chances. |
=== Building Types and Loot Specialisation === |
=== Building Types and Loot Specialisation === |
In Dead Frontier 2, various building types offer specialised loot tables and increased chances to find certain categories of items. Understanding these specialisations helps players optimise their scavenging runs and target specific resources or equipment. |
In Dead Frontier 2, various building types offer specialised loot tables and increased chances to find certain categories of items. Understanding these specialisations helps players optimise their scavenging runs and target specific resources or equipment. |
==== Comer and Son Inc. ==== |
==== Comer and Son Inc. ==== |
This is a high-risk raid building known for its challenging bosses and exceptional loot. Within the special boss rooms, players benefit from a '''+500% increased chance''' to find Elite and Unique items, making it one of the best locations for acquiring rare and powerful gear. These rooms demand careful coordination and combat skill due to the difficulty of the enemies. |
This is a high-risk raid building known for its challenging bosses and exceptional loot. Within the special boss rooms, players benefit from a '''+500% increased chance''' to find Elite and Unique items, making it one of the best locations for acquiring rare and powerful gear. These rooms demand careful coordination and combat skill due to the difficulty of the enemies. |
==== Police Departments ==== |
==== Police Departments ==== |
Police buildings provide a '''+100% increased chance''' to find weapons and ammunition. These locations are ideal for players looking to replenish their ammo supplies or upgrade their arsenal. The buildings often contain a variety of firearm types and tactical gear, making them popular destinations for combat-focused players. |
Police buildings provide a '''+100% increased chance''' to find weapons and ammunition. These locations are ideal for players looking to replenish their ammo supplies or upgrade their arsenal. The buildings often contain a variety of firearm types and tactical gear, making them popular destinations for combat-focused players. |
==== Hospitals ==== |
==== Hospitals ==== |
Hospitals specialise in medical supplies, granting a '''+100% increased chance''' to find medical items such as bandages, painkillers, antidotes, and other healing consumables. These buildings are crucial for maintaining health and treating status effects like bleeding and infection, especially during prolonged expeditions. |
Hospitals specialise in medical supplies, granting a '''+100% increased chance''' to find medical items such as bandages, painkillers, antidotes, and other healing consumables. These buildings are crucial for maintaining health and treating status effects like bleeding and infection, especially during prolonged expeditions. |
==== Stores and Restaurants ==== |
==== Stores and Restaurants ==== |
These civilian locations offer a '''+50% increased chance''' to find food and drink items. While the bonus is more modest compared to other building types, these resources are essential for managing hunger and thirst mechanics, supporting player stamina and overall survivability. |
These civilian locations offer a '''+50% increased chance''' to find food and drink items. While the bonus is more modest compared to other building types, these resources are essential for managing hunger and thirst mechanics, supporting player stamina and overall survivability. |
==== Industrial Buildings ==== |
==== Industrial Buildings ==== |
Industrial areas provide a '''+100% increased chance''' to find fuel and vehicle parts. These materials are important for crafting, vehicle maintenance, and specific mission objectives. Players targeting engineering or crafting will often prioritise these buildings. |
Industrial areas provide a '''+100% increased chance''' to find fuel and vehicle parts. These materials are important for crafting, vehicle maintenance, and specific mission objectives. Players targeting engineering or crafting will often prioritise these buildings. |
==== Residential Buildings (Hotels, Houses, Mansions) ==== |
==== Residential Buildings (Hotels, Houses, Mansions) ==== |
Typically, residential buildings do not offer specific loot bonuses under normal circumstances. However, certain missions or events may temporarily increase the chances of finding mission-critical items in these locations. Despite the lack of bonuses, residential buildings still contain a diverse range of loot including crafting materials, basic weapons, and consumables. |
Typically, residential buildings do not offer specific loot bonuses under normal circumstances. However, certain missions or events may temporarily increase the chances of finding mission-critical items in these locations. Despite the lack of bonuses, residential buildings still contain a diverse range of loot including crafting materials, basic weapons, and consumables. |
By selecting buildings aligned with their immediate needs and combining this knowledge with loot-enhancing gear and skills, players can greatly improve their efficiency and success rate in scavenging valuable resources. |
By selecting buildings aligned with their immediate needs and combining this knowledge with loot-enhancing gear and skills, players can greatly improve their efficiency and success rate in scavenging valuable resources. |
== Missions == |
== Missions == |
Missions are a core component of ''Dead Frontier 2'', providing players with objectives that offer experience points, cash rewards, and unique items. Missions encourage exploration, combat, and cooperation while advancing the player’s progress and immersion in the game world. |
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==== Daily Missions ==== |
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Daily Missions refresh every day at 9:00 AM GMT. They offer a variety of tasks such as eliminating infected, collecting items, looting buildings, and defeating bosses. Players can pick up Daily Missions from Noticeboards in Outposts or certain NPCs. |
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* Missions are tracked in the Mission Log. |
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* Rewards include experience points and cash. |
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* Uncompleted missions expire when the daily reset occurs. |
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* Using gear and abilities that increase experience gain can maximise rewards. |
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==== Story Missions ==== |
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Story Missions are narrative-driven quests offered by key NPCs across Palehaven. These missions often form chains that advance the game’s lore and unlock special rewards. |
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Include tasks like combat, item retrieval, crafting, and trading.Completing story mission chains grants unique weapons, upgrades, and substantial experience. |
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- Example mission givers include Chief Banks, Mr. Moore, and Duncan. |
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- Suitable preparation and teaming up can aid in completing more difficult objectives. |
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==== Challenge Missions ==== |
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Challenge Missions are timed mini-events where players must defeat specified enemy groups within 20 minutes. |
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- These missions test combat skills and offer focused challenges. |
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- Rewards include cash and experience. |
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- Can be completed solo or cooperatively. |
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==== Outpost Attacks ==== |
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Outpost Attacks occur every four hours, lasting 20 minutes, where players defend outposts from waves of infected attempting to breach the doors. |
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- The door’s health bar is shared globally across servers. |
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- Successful defence grants valuable buffs increasing experience gain, item find chance, and ammo quantity. |
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- Failure disables outpost missions for one hour. |
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- Melee weapons and team coordination are highly recommended for success. |
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=== Mission Rewards === |
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Missions typically reward players with: |
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- Experience points (EXP), aiding character progression. |
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- In-game cash for purchasing equipment and supplies. |
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- Unique or rare items, especially from Story Missions. |
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- Temporary status effect buffs, notably from Outpost Attacks. |
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=== Mission Tracking and Completion === |
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Players manage missions via the Mission Log accessible in their inventory interface. Completed missions show in green, while ongoing missions display progress in white with numerical indicators. |
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=== Tips for Mission Success === |
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- Prioritise missions geographically to optimise travel time. |
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- Equip gear suited to mission requirements, such as high damage for combat missions or enhanced carrying capacity for collection quests. |
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- Use consumables and buffs to improve survivability and efficiency. |
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- Collaborate with other players for challenging missions or bosses. |
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- Pay attention to mission reset times to avoid losing progress. |
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== Economy == |
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The economy in ''Dead Frontier 2'' is a complex system central to player progression, survival, and community interaction. It revolves around several currencies, player trading, crafting, and market dynamics that shape the in-game experience. |
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=== In-Game Currencies === |
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''Dead Frontier 2'' uses multiple currencies, each with specific roles: |
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'''Cash''' |
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Cash is the primary currency tied to individual characters. It is earned through missions, defeating infected, selling loot, and scrapping unwanted gear at Traders. Cash is used for buying weapons, armour, consumables, repairs, crafting, and fees such as clan creation or item listing. Unlike some games, cash cannot be looted directly from enemies or containers but must be generated by converting items. |
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Missions form a fundamental aspect of ''Dead Frontier 2'', providing structured objectives that reward players with '''experience points''', '''in-game cash''', and sometimes ''unique or rare items''. Missions encourage exploration, combat, crafting, and cooperation, while also advancing the game's story and player progression. |
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'''Credits''' |
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Credits are the premium, account-wide currency purchased with real money via the official Credit Shop. They buy cosmetics, skill resets, and convenience features like appearance extraction. Credits can be traded or sold to other players for cash, fostering a semi-official player market. Credits cannot be looted in-game. |
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=== Daily Missions === |
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'''Experience Points (EXP)''' |
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EXP is earned through combat, missions, and challenges and is used to level up and unlock skills. While not tradable, EXP is vital for character progression. |
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Daily Missions reset every day at '''09:00 GMT''' and provide players with a variety of short-term goals. These tasks include: |
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'''Victory Points (VP)''' |
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VP are clan-specific points earned from leaderboard achievements. They let clans allocate stat bonuses to members, encouraging cooperation and competition. |
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* Eliminating specified numbers or types of infected enemies. |
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* Collecting and delivering items. |
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* Looting particular buildings or areas. |
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* Defeating boss enemies. |
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=== Player Trading and Marketplaces === |
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Players can accept Daily Missions from Noticeboards located in safe zone Outposts or from certain NPCs. |
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Trading is a core part of the economy. Outposts host Traders—NPCs who facilitate player-to-player item sales and purchases using cash. Players list weapons, armour, consumables, and crafting materials, with prices driven by supply and demand. |
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* Missions are tracked in the '''Mission Log''', accessible through the player's inventory. |
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* Rewards typically consist of '''experience points (EXP)''' and '''cash'''. |
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* Uncompleted Daily Missions '''expire''' upon the daily reset. |
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* Using gear and skills that boost experience gain can ''maximise rewards''. |
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Private trades and bartering occur outside official Traders, requiring trust since no escrow exists. Scrapping unwanted items at Traders yields scrap materials and some cash, ensuring no loot is wasted. |
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=== Story Missions === |
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=== Crafting and Upgrading === |
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Story Missions offer ''narrative-driven'' questlines that expand the lore of Fairview and its survivors. These missions are often multi-step and provided by key NPCs primarily in Palehaven. |
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Crafting allows players to create and improve gear using materials and cash. Upgrades enhance weapons and armour, affecting combat performance. |
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* Objectives include combat, item retrieval, crafting, and trading. |
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* Mission chains unlock progressively more challenging tasks and richer rewards. |
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* Rewards often include '''unique weapons''', rare upgrades, and significant EXP boosts. |
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* Notable quest givers include Chief Banks, Mr Moore, and Duncan. |
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* Preparation and teaming up with other players can greatly aid in completing tougher objectives. |
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Materials come from looting buildings, defeating infected, or scrapping gear, driving demand for exploration and combat. Crafting consumes cash fees and sometimes rare components. The availability of materials and weapon popularity influences market prices and player behaviour. |
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=== Challenge Missions === |
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=== Premium Shop and Memberships === |
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Challenge Missions are timed events lasting '''20 minutes''', tasking players with defeating specific enemy groups within the time limit. |
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The Credit Shop sells Credits and Gold Memberships offering perks: |
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* Designed to test player combat skills under pressure. |
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* Rewards include both '''cash''' and '''experience points'''. |
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* Can be completed ''solo'' or with a team. |
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Cosmetics and weapon skins for personalisation. |
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=== Outpost Attacks === |
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Skill resets for reallocating points. |
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Outpost Attacks occur every '''four hours''' and last for 20 minutes. Players defend safe zone outposts from waves of infected attempting to breach the doors. |
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Gold Membership benefits include increased inventory, faster skill gains, and daily rewards. |
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* The outpost door has a '''shared health bar''' visible to all players on the server. |
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* Successfully defending grants global buffs increasing experience gain, item find chance, and ammo drops. |
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* Failure disables outpost missions for one hour. |
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* '''Melee weapons''' and effective team coordination are ''highly recommended''. |
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* These events encourage cooperation and add dynamic PvE challenges to safe zones. |
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These purchases fund ongoing game development. |
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=== Mission Rewards === |
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=== Bots and Credit Farming === |
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Missions typically reward players with: |
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A persistent issue is bots—automated accounts farming leaderboard points and credits illegitimately. Their impact includes: |
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* '''Experience points (EXP)''', essential for character progression. |
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* '''In-game cash''', used for purchasing equipment, supplies, and crafting. |
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* ''Unique or rare items'', particularly from Story Missions. |
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* Temporary '''buffs''' and status effects, notably from Outpost Attacks. |
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Artificial leaderboard inflation, overshadowing real players. |
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=== Mission Tracking and Interface === |
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Flooding the economy with illicit currency, destabilising prices. |
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* The '''Mission Log''' tracks accepted missions, showing progress, objectives, and completion status. |
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* Completed missions appear in '''green''', active missions show progress numerically. |
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* Mission details and rewards can be viewed from the inventory interface, aiding mission management. |
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Undermining fair competition and player trust. |
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=== Tips for Successful Mission Completion === |
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Developers actively ban bots but struggle with their evolving tactics. Players are urged to report suspicious accounts and be cautious trading with unknown users to protect the economy’s health. |
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* Prioritise missions by proximity to reduce travel time. |
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* Equip gear suited to mission goals — ''high damage and accuracy'' for combat, ''increased inventory'' for collection. |
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* Use consumables and buffs to improve survivability and efficiency. |
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* Collaborate with other players on challenging missions or bosses. |
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* Monitor mission reset times to avoid losing progress or rewards. |
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* Employ stealth and strategy to conserve resources on missions that do not require full combat. |