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Showing content with the highest reputation on 05/08/2016 in all areas

  1. After playing Der Eisendrache so much, I agree with Nabz. Believe me - the map is beautifully designed and really gives that layout challenge where maps like Shangri-la and Verruckt really stood out in. At the same time, certain mechanics from the BO3 Zombies engine alone make the map near impossible to fully play out without having the same setup among all players - an upgraded elemental bow and an LMG. The easter egg is fun minus the infinite dogs and poor "fail a step wait a round" pisshole. I'd like to see more challenge in terms of solving puzzles, not hitting random objects around the map with zero indication as to what you're even doing. Think Call of the Dead and Shangri-la standards.
    1 point
  2. Guys I'm sorry I've been swamped, but I promise I'll get everything updated, thank you for all the ideas!
    1 point
  3. Just finished the Easter Egg again with @InfestLithium and while everything seems to work SUPER smooth for the most part, I do have a few major beef: 1. Object density and barrier width: The zombie objects themselves, as well as the barriers of static objects and the character being played feel very wide and, in the case of the zombies, a single one has far more pushing power than you as the player do. Narrow escapes feel like a thing of the past, as I repeatedly found myself pushed into a corner by the zombie object, and having no push-back like we did in Black Ops 1 and 2 (where enough wiggling back and forth might open a gap just in time), not only do all the zombies behind me whirlwind, but I literally have been forced to stand in the corner, just waiting to hear the sound of my shield breaking. 2. Route-prediction spawning. Call of the Dead was exhausting due to respawn rates. Black Ops 3 is sadly so much worse. You can literally round a corner, look back, and an entire train will have despawned. I'm not even exaggerating. A particular area I'm thinking of is running through the waterfront area main gate on SoE, turning to look back in the junction, and the whole train will have disappeared as soon as I am out of sight. Der Eisendrache is even worse. With all the narrow passageways, spawns half as close to the far end as the full length, nearly every time 2-3 zombies will already be at the end of the passage, waiting for me when I arrive. last night, I was to the point I could predict the time of their arrival, but due to the narrowness of the passage and the remnants of a train still following me, there was no way out using an MG, PAPed or otherwise. Not to mention that I was twice downed while standing in the middle of 3 charged Void Bow shots, meaning even a bow might not save me. Especially without Juggernog. 3. The unresponsive PAP. The PAP took several tries before it would accept my weapon, and on several occasions, I was trapped there, having been forced to stop, stand still and press and hold x up to 4 times before the PAP would respond; not to mention running a train and trying to take the weapon back out before it disappears forever (also 2-3 attempts have been necessary, and I'm using a brand new Xbox Elite controller.) This is not the fault of the X button, as proved by the prompt response of literally EVERY other object I interacted with. 4. Please, hear me, our friends at Treyarch: please reduce the number of CotD-style berserker zombies. They have nearly, if not the same, running animation as the shreiker from Shang, which was a BOSS. Now an entire train can be made of them. A few can be a lot of fun and a great challenge, but a whole train (especially considering the respawn rate, above), becomes exhausting. 5. The Keeper infinite dog round needs a nerf. They spawn WAY too many of them WAY too fast. It is literally exhausting. By all means, infinite dogs, but the status quo is like a whole entire map of No Mans Land. 6. Running with a splash damage weapon used to require a different strategy, namely, PHD or a wide training area. Back in the day, there were different playing styles - run and gun SMG/AR/Shotgun players, Splash Damage weapon users, snipers and LMG campers, however, things seem to be designed to force everyone to use a splash damage weapon. I, for one, do not like using splash damage weapons. I am an AR/SMG guy all the way, all the time. On DE, I feel forced to use a bow if I even hope to revive a teammate or PAP a weapon. Not to mention, I like the fact that original splash damage weapons were actually a threat to the player as well. It forced the player to use the weapon wisely or use a perk slot on PHD Flopper (RIP, we love you.) Now, the respawn rate, narrow passages and wide objects essentially force players to have at least 1 weapon capable of dealing splash...which, as aforementioned, cheesily enough, does not harm the player. Just some thoughts. I LOVE a challenge, and don't like maps to be too easy; but neither do I like getting stuck on a whirlwinding zombie object with NO give, being virtually forced to use a wonder weapon, or losing my MG to the PAP because it didn't respond when I attempted to pick it up.
    1 point
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