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Anyone else... Not impressed?


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Perhaps I've just been spoiled by Der Eisendrache, but I feel that Zetsubou No Shima was a REALLY lack-luster map. 

I mean it's defiantly a gameplay-orientated map. I'd play this map over and over, that's not in question, but 

after the Origins Robot, Groph, the Bows, the MPD, Blowing up the freaking moon, and the rest of that fun map... It just feels a little underwhelming to escape a boat, swim to an island, plant some plants, get some weapons, then kill takeo.... I felt that unlike SOE and Der Eisendrache, the story didn't progress until the end of the map came around. We had a lot of potential for the story to further it's self with Gersh, Yuri, the dragons, takeo as a tree, and whomever was in the bunker... But It didn't... It was just... Oh yeah tak's in the basement, go kill him... 

Maybe it's just me but I felt the easter egg of this map was more lacking then any other easter egg we've ever had. 

That being said, the map has brought a lot of new things to the table,and is still a good map, just... I feel the easter egg was VERY lacking. 

 

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Eh, I'd consider Die Rise to be the worst in terms of story (well that map in general).

Maybe the reason is that this is new ground/a new group? Div 9 were introduced in DE, but they've made them out like they've been there all along like a partner to 935. Whereas DE, we got things and answers to already established stuff. Eagles Nest, Groph, Griffin Station, etc. Plus we weren't really expecting Dempsey 1.0 to die at that point, or not that I noticed anyway. So that could be a reason why.

Also most of the cutscene was about the Emperor's betrayal, which is a character/area we haven't really explored. I'll admit I did find it a bit dramatic when Takeo 1.0 mentioned that, and than the camera focused on Origins Tak and it was shaking and the music lol.

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In my opinion, ZNS holds the best classical EE's: The radios and (scrap) papers. How many answers did we found on questions we have since SNN. Gersch and Brock and Gary returned. When I found this site and I read all the old WaW and BO1 theories, I was sad I missed making and discussing all these things. Now it feels like these times. I like these things more then the big EE's.

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My biggest issue is that the map looks so bland and common. 
The Asian twist to the music and ambiance sounds is great, but the map lacks some serious color. 

And I think the part where you have to water a plant three rounds in a row is just dumb.
Unless it's round 50 and the rounds take long enough, it's not gonna happen. 

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My problem with this map is that everything you do needs so much effort it get's a bit meh... I mean if you want to play a high round game  but fail on... let's say round 20. You really don't feel like starting up a new game right after... The wonder weapon is actually pretty nice though it reminds quite a lot of sliquifier. And the Skull is the best specialist thingy in zombies so far and actually the only one I bother getting :D.

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3 hours ago, anonymous said:

In my opinion, ZNS holds the best classical EE's: The radios and (scrap) papers. How many answers did we found on questions we have since SNN. Gersch and Brock and Gary returned. When I found this site and I read all the old WaW and BO1 theories, I was sad I missed making and discussing all these things. Now it feels like these times. I like these things more then the big EE's.

You described my feelings quite well.  I have little interest in the side quest until it's over, so I don't care when it's completed haha. All about those radios and scraps.

Also, everyone pls remember we have a Feedback thread in the ZNS section so please put some of your opinions there when you develop them :)

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  • 4 weeks later...

I'm a month late (because I play on PC), but I agree. I expected it to be a lot scarier, even the spiders were far less scary than what I expected. Not to mention the cheap "scare" when you open the bunker. And as was mentioned, after dying I just don't play it right away again because that would mean running across the map (mostly in circles because everything is so damn confusing) trying to get the power up and running, you have to plant seeds and water them, and the whole map in general just takes a lot more effort. It's more a gigantic chore than anything else.

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its just kinda unforgiving on solo. I've only played it 15 times maybe and here's what I noticed:

 

opening the bunker and facing a thrasher with no juggernog is tough sometimes, and having to swim and hold your breath while dodging a few zombies is also hard without juggernog yet.

 

the only thing that they helped out with is giving you a chance to get doubletap before all this.

 

I just need more practice.

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On 23/05/2016 at 5:57 PM, mmm chocolate said:

its just kinda unforgiving on solo. I've only played it 15 times maybe and here's what I noticed:

 

opening the bunker and facing a thrasher with no juggernog is tough sometimes, and having to swim and hold your breath while dodging a few zombies is also hard without juggernog yet.

 

the only thing that they helped out with is giving you a chance to get doubletap before all this.

 

I just need more practice.

Only played this map once solo since it only got released for us last week, and I think it's easy tbh, just gotta play it smart.

 

The zombie only transforms into a thrasher just as the bunker opens. If you shoot the zombies just as the bunker door is opening, and hit the thrasher just as he's transforming from a zombie, he'll still have zombie health and be easy to kill. He's usually on the far left of the pack so I always shoot him first, no thrasher :smile:

 

Also make sure you get the shield nice and early, then if you're brushing past zombies just face away from them a bit and let the shield protect you. Also, always do the swimming parts at the end of a round and keep a single zombie.

 

I like to do everything in the following order:

 

Make 15-20000 pts in the first room
Go up - left first for gas mask part
Fill bucket, collect shield part on wall, lower cage, buy HVK, place bucket
Go past bunker area and go left
Get gas mask part, fill bucket, place bucket
Get shield part from trees
Open bunker, right door for shield part
Next right door to build shield - open cocoons for pap part
Come out and door across, turn on power/get pap part
Come out and open door on right for gas mask part, then go build it

Get perks
Kill zombies for KT part
Catch spider for next KT part
Open end door, drop and open, swim for pap and last kt part (the plant at the end) - build kt
Drain water from pap
Get skull of nan sapwe
Get set up and build imprint plants

 

So my setup is usually HVK and Kuda with Dead Wire and Blast Furnace, and the KT (mule kick obviously required). Then I run in the cocoon room where I built the shield, nice open area, HVK ammo and shield at hand, pretty fast, perfect. Usually only use the KT to make the clone plants and to kill the thrasher, so I don't bother wasting my time with all the upgrade steps, easter egg or anything further beyond what I've written above.

Edited by ZombiesAteMyPizza!
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On May 24, 2016 at 4:33 AM, Koslans said:

 

Wait! 

How? Don't you need to turn on the power to buy perks? 

when you put a full bucket into the power spot in either A or B facilities, the power is on for that side of the map.

 

there's two perk machines that you can access when half power is on, the one to the left of the blue 115 pool, (A)

and the one on the wall and up some stairs, behind facility B. (near the green 115 pool)

 

slice the webs and turn on the power for that side of the map to be able to use those two machines.

(they alternate between stamin-up, speed cola, and doubletap)

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On May 24, 2016 at 3:26 PM, ZombiesAteMyPizza! said:

Also, always do the swimming parts at the end of a round and keep a single zombie.

 

i was referring to when you're trapped in and have to kill a bunch to get the power on, without having juggernog.

 

but whatever, i agree the shield is a must, its more a balance of not going too high in rounds before going for the power swim.

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10 hours ago, mmm chocolate said:

when you put a full bucket into the power spot in either A or B facilities, the power is on for that side of the map.

 

But... In tranzit you could do the same thing using a turbine. 

After it breaks, the perk will become inactive. Until you power it again. 

 

Is it permanent this time? 

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1 hour ago, Koslans said:

 

But... In tranzit you could do the same thing using a turbine. 

After it breaks, the perk will become inactive. Until you power it again. 

 

Is it permanent this time? 

There's a way to permanently turn on the power right?

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3 hours ago, Steelie said:

There's a way to permanently turn on the power right?

Yeah in tranzit and zns you have a power switch to permanently power

 

But in tranzit you could build the turbine and power the perks for a short time to buy them (all perks)

 

In zns you can get up to 4 perks without powerswitch with lab a and lab b (on solo you will never get jugg its always in the bunker) 

 

I hope they will soon release dlc 3 because at the moment i dont see any reasons to play zombies again... zns is just annoying to do so i only played once since i did the ee... 

 

I hope they add weapon kits and fix the bowie...because i dont play to get to lvl 1000 without getting anything else than grinding lvls...thats no fun at all

 

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Aaaah thanks for the info! I've played Tranzit years ago and don't remember much of it. And I heartily agree on ZnS being annoying. As for Jug, what bullshit that it's in the bunker and not in a better, more reachable place. I play solo 99% of the time (by lack of a crew) and from the 6 times or something I've played ZnS I've gotten the bunker opened once. It's got next to no replay value for me, the map is just so gigantic and there's paths everywhere. It's just not built for solo, which is a shame.

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The bunker is in the center of the map. I think it's quite a convenient place for Juggernog to be. 

Compared to all older zombie maps, it's in a place where you could expect it to be.  

 

It's about... 6000-7000 points to turn on the power.

A rough 10.000 for a wallgun, power and Jugg. Is that too much? 

I think it's not the first time we pay a bit more than average. 

I think I spend about the same on Shadows before I actually buy Juggernog. 

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On 25/05/2016 at 11:47 PM, mmm chocolate said:

i was referring to when you're trapped in and have to kill a bunch to get the power on, without having juggernog.

 

but whatever, i agree the shield is a must, its more a balance of not going too high in rounds before going for the power swim.

Gotcha. Still easy though tbh, just sit by the entrance and the zombies all come from the front. Use B/Circle and A/X to pop up and down every so-often to catch your breath and you're golden. As you said though, obviously the earlier you do it the better, though I tend to camp the first room and make enough points to get everything open and get perks before I set off doing anything and it's still easy.

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On 26/05/2016 at 3:32 PM, Steelie said:

Aaaah thanks for the info! I've played Tranzit years ago and don't remember much of it. And I heartily agree on ZnS being annoying. As for Jug, what bullshit that it's in the bunker and not in a better, more reachable place. I play solo 99% of the time (by lack of a crew) and from the 6 times or something I've played ZnS I've gotten the bunker opened once. It's got next to no replay value for me, the map is just so gigantic and there's paths everywhere. It's just not built for solo, which is a shame.

The perks change position each time you play ;) Either way, it's not uncommon for jugg to be in the centre of the map in some risky place, we've had this since the earlier days really.

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1 minute ago, ZombiesAteMyPizza! said:

The perks change position each time you play ;) Either way, it's not uncommon for jugg to be in the centre of the map in some risky place, we've had this since the earlier days really.

I noticed later on that they change places, yeah :sweat_smile: I simply hadn't gotten any other perks yet on the map so I didn't notice until Revive had changed places.

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I'm loving these imprint plants (though only because I'm a PC player as you'll see shortly). Sure, in solo if you make one on, say, round 20, and then you died at round 50+, you'd respawn on round 20, which sucks if you're going for 100 or something... BUT, I don't use them like that. My PC stays on all the time anyway, so at the moment I've done the easter egg and gotten everything, full ammo, alchemical Gobblegum etc, and imprinted on round 25. I can basically just minimise the game and leave it running - whenever I wanna play I just play from round 25 all set up, make another imprint plant and if I happen to die and respawn, then I'll either make another imprint and continue or just see that as end of game until next time... pause the game, leave it minimised, and next time I play all I've gotta do is make another imprint plant and I'm all set again. So I don't have to do all that messing about each time I start a game, just make the imprint plant and I'm off :smile:

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7 minutes ago, Steelie said:

I noticed later on that they change places, yeah :sweat_smile: I simply hadn't gotten any other perks yet on the map so I didn't notice until Revive had changed places.

It's a bit annoying when things change places as I like to have a routine, but I guess with this map it's not much of a bother as I tend to buy perks all in one go anyway.

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1 minute ago, ZombiesAteMyPizza! said:

It's a bit annoying when things change places as I like to have a routine, but I guess with this map it's not much of a bother as I tend to buy perks all in one go anyway.

I usually go for revive first and try to find Jug as fast as I can, but this map has me walking in circles most of the time so it's hard for me to find things.

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1 hour ago, ZombiesAteMyPizza! said:

I'm loving these imprint plants (though only because I'm a PC player as you'll see shortly). Sure, in solo if you make one on, say, round 20, and then you died at round 50+, you'd respawn on round 20, which sucks if you're going for 100 or something... 

Are you sure this is how the imprint plants are supposed to work? Had my first attempt at a round yesterday and built a couple of imprint plants before the boss battle. When I went down initially it would do nothing, quick revive would just pick me up. Then next down it would respawn me through the imprint plant, even though on both occasions I went down with no quick revive as I had not yet picked it up. It felt buggy or inconsistent at the time, but essentially I would get a free quick revive from using the imprint plant and although my weapons/equipment would revert back to the round that I attached to the plant, the round would not revert back. 

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To be honest, playing the map without having the main power on is incredibly easy. Once you acquire the perks you need, you have little motivation to re-activate power unless you're dealing with traps constantly (which you won't be honestly).

 

The only time I ever have it on is when I'm stacked on money and have nothing better to do. The buckets can be filled up with water easily even in the event you lose all your perks.

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