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

  1. 4 points
    Edit: disclaimer: I'm tired and not a physicist yet. I might be wrong about stuff. Ok, so, i'm putting it in the simplest terms here, and typing really fast in the spirit of a crash course. Anyway Physics is my 2nd love, behind zombies, much like our favorite Melon / my idol @MrRoflWaffles. I kinda wanna tackle a little thingy that occurred to me, but it takes a little mutual physics knowledge to discuss. Anyway here's a quick lesson. Ok, so all of your DNA, and cells, and in fact all matter is made of atoms. These consist of a nucleus made of neutrons with no electrical charge, and protons with a positive charge. They are surrounded by electrons with negative charges that orbit the nucleus. like with magnets, opposites attract, so the electrons are pulled in to the protons in the nucleus. The protons in the nucleus have a like charge but are held together by a powerful nuclear binding force. Imagine attaching 2 balls to opposite ends of a bug spring and squeeeeeezing them together. Lots of stored up energy there because they want to jump apart, like the protons. anyway, nuclear bombs work by effectively releasing that spring in one nucleus by shooting stuff at the nucleus. This breaks up the nucleus and throws out little bits of crap in an explosion. These bits then hit other atoms' nuclei, and set off a chain reaction that ends up looking like this: Additionally, like I said before, like charges repel. When you're sitting on a chair, your ass never actually comes in contact with it. You're effectively just hovering above the surface without touching, as the electrons on the outside of the atoms are repelling. When you touch something and feel it, you're just feeling the electrons in your finger repelling the electrons in the object. Anyway, imagine a brick wall. This wall is made of neutrons, electrons, and protons. Now imagine you're holding a negatively charged baseball, like an electron. If you throw it at the wall it bounces off because of the electrons in the wall. Throwing a positively charged basketball, like a proton, will yield the same result, as the protons in the wall repel it. However, imagine a soccer ball with no charge. this is your neutron, and lemme tell ya, neutrons don't give a shit. It isn't repelled by anything so if you throw it, it'll just go straight through the wall. However, it turns out neutrons are really not the biggest fans of your DNA. They'll bump into protons and break down your chromosomes and kill you horrifically if you get blasted with a lot of them. If you've heard of something referred to as radioactive, it means the atom has a huge nucleus made up of an absolute ton of neutrons and protons, so many that they are basically leaking and throwing bits out. these bits hit your cells and give you the symptoms of radiation. Anyway some scientists were like bruh, we gotta weaponize these neutrons. Thus the neutron bomb was born, and very nearly used in actual warfare. It seemed like a perfect plan. Effectively they modified nuclear bombs in such a way that they ejected 10x as many neutrons. The result was that within a 0.8 mile radius, any people would have their DNA fried and die, but it allegedly left buildings and infrastructure intact. Remember what I said about the soccer ball going through the wall? Imagine a nuke that kills everyone, but leaves your buildings standing, so you can follow up by just walking into an empty city that's fully intact and meet no opposition. HMMM, a nuke that kills everyone but miraculously doesn't damage structures. Where have we seem that before? Yup, I think the Ka-Boom Nukes are inspired by the neutron bomb. So why does this matter? You might be saying to yourself "So what EJ, they based a seemingly magical gameplay mechanic on a bit of real science, it doesn't change anything, does it?" Well here's the thing. A neutron bomb explains why zombies die from the nukes but the terrain is unaffected. Why, then, can the players survive? This almost makes me speculate that being exposed to 115 without actually being dead beforehand re-enforces your DNA somehow. Well we already know from the song "We All Fall Down" that this is potentially the case. "We used the helicase to bind the CXV." CXV is 115 in roman numerals, and helicase is an enzyme for binding nucleic acid-- the NA in DNA. Think about it-- literally every character to come in contact with the nuke power-up has spent a significant amount of time in a 115-infested area. Even the soldiers on Nacht had to have been sitting on it, otherwise the zombies wouldn't have shown up. Unfortunately, 115 incidentally also does some pretty unpleasant things to dead bodies, as we already know. So I guess my actual "question" is, what the hell does 115 do to our DNA? We know based on Jason Blundell's responses to waffles' questions that the O4 are guaranteed to be human, but does 115 maybe make them a bit more than just that? Did Richtofen get his (radiation-proof) super-soldiers after all?
  2. 2 points
    Hello everyone! I’m here today to go very in-depth about the infamous ‘insurance policy’ that Richtofen talks about at the end of the Zetsubou no Shima EE. Spoilers ahead! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ So let’s begin with the exact dialogue: Dempsey: Gotta admit: didn’t see that coming. Richtofen: Call it…our insurance policy. In case we don’t like were we end up. So let’s start exactly at Dempsey’s part. He didn’t see this coming. We should try to narrow this down in an opposite way, in that what he HAS seen. -Memories of Dempsey 1.0 -Dimensional travel and time distortion; Agartha, alternate universes -Apothicons, Keepers, and other worldly beings (BUT NOT THE GIANT MONSTER FROM SOE) -The summoning key and most of its abilities -Gruesome experiments of group 935 and Division 9 -He knows enough about Richtofen’s plan to carry it out himself (evidenced by round 1 quotes) -Supernatural forces from beyond the grave (Ghost wolf, demons, mother nature) -The effects of 115 So where does that leave us? Well, hard to say. In a sense: Dempsey has seen a lot of SHIT but this takes the cake. It is on a level that even at this stage, he could not have forseen what just occurred. At most, it has to top BLOWING UP THE MOON and killing himself. But before we speculate what that could be, lets look at Richtofen’s quote. This is the real meat of the controversy. Richtofen calls whatever they just did their ‘insurance policy’. It is important in how it was phrased: he is simply “calling it” that. That means he is either downplaying it from something very big and unimagineable or playing it up from something that doesn’t seem super exciting. From Dempsey’s quotes, we could hazard the guess that it is something BIG. The next part is “In case”. Seems small, and a fragment sentence, but it speaks volumes when spoken by Richtofen. By now, we have established he has a “plan”. However, just by this statement, he obviously has doubts about where it could go. This means that he has knowledge of multiple outcomes. With that, he has devised an alternate plan to ensure…hmm…we don’t actually know. All we know is that he will “bring order to the universe” and that only “he can do what is necessary to fix the universes”. We know he is taking the souls of the 1.0s but we don’t know what they will be used for. We ASSUME it is a ritual, but that’s mainly conjecture, though provided has good evidence. Let’s move away from our quotes stated above for a moment. Going back to Richtofen being alive as a necessity to achieve their goals, why is it just him? More importantly, if he is the main person that needs to be kept alive and trusted, why does he bother to get insurance for everyone on the team? Honestly, I have no idea and I don’t want to point directions until we know more. Back to the quotes above. “Where we end up”. This phrase is the real question, not what the “insurance policy” is. This single phrase is proof that Richtofen is aware or knows a few things: -They failed (They never reached their goal, they died) -The PLAN failed (The plan was useless, it changed nothing) -They did not make it to a specific place (They meant to land at A but instead got stranded at C) -They were too late (Damage is irreversible; they are in a position where they cannot continue) All these scenarios would merit Richtofen to create this “insurance policy”. But the bigger questions should be “If we went through such lengths for an insurance policy, what could our future hold?” After all, the bigger the gun, the bigger the threat it is meant to kill. So what is that scope of which traversing another universe could be necessary to insure that there was a way to have a plan B? Again, I have no answer as I feel we need more exposition. Lastly, let us actually look at the meaning of an insurance policy. An insurance policy, by strictest definition, is when an insurer is paid by someone to cover a problem in case of an emergency. Example: you pay a premium to ensure that your car’s damages will be paid for by the insurer. But that’s a monetary ideal. Let’s talk from a…different view. Richtofen did an ACTION, before an emergency or disaster, that ENSURED a SPECIFIC OUTCOME if things go WRONG. Furthermore, this was a SPECIFIC ACTION. It is meant to counteract a SPECIFIC SITUATION or SITUATIONS that may arise. When we break it down like that, there is a bit more that we can glean a bit more info about this ‘insurance policy’. -He knows of other outcomes and that his plan may have flaws. -He somehow has knowledge of an action in another dimension or place that may influence what they do in the future. -Whatever this insurance policy is, it was not only worth it to get it but it is also powerful enough to fix if they fail to “bring order to the universe”. This isn’t just some little thing about the blood vials. They did something to get those vials and those actions have consequences too. But until we know more, we can only assume. ~~~~~~~~~~~~~~~~~~~ Thank you for reading. Please leave feedback in the comments! I’d like to hear more theories and some that challenge what I’ve stated; that’s how we get to a good theory.
  3. 2 points
    I had a thought for a much cooler means of receiving the Zombie Shield. Let's use Origins as an example. Instead of collecting the parts, you head to the dig site and make your way down the scaffolding to the second level, where you first place the Gramophone. On one of the walls, there is an unopened tomb, marked by the symbol of the Crusaders. will Hidden around the map is a lootable pickaxe, which need to be picked up and taken to the dig site. Use this on the wall to break the seal, making it fall to reveal slight cracks on the wall. When the Panzersoldat first makes his appearance, you lead him into the dig site and stand in front of the broken wall. When he is ready to grapple hook the player, they move to the side, dodging the hook and making him hit the wall. The wall will now be more broken, a soft blue glow of 115 in the chamber shines through the cracks. After the player receives the Thunder Fists, walk to the excavation site and punch the wall, finally breaking open the last bot of the wall, to reveal a chamber. Inside is a tomb of an unnamed knight and resting on the coffin is his shield. The next time a Panzersoldat spawns, take him to the same place and repeat the grapple hook step. However this time, he will pull out the shield and tear it through the wall. The shield is now able to be picked up and used. Equipping it will allow you to bash zombies, however it will break. Just travel back to the dig site and pick another up. It's complicated, but I like the idea of a small quest to receive such a powerful and game-changing item such as the Shield. Not only that, it would have suited the theme of the map so well.
  4. 2 points
    You know, I almost got the impression that it had to be something along the lines of the movie The Prestige. Zombies has already drawn inspiration from that film, such as in Kino aesthetically. Anyway in that movie, it's revealed that every time someone teleports, actually 2 of them come out the other end, and the version of the dude at the end is just the one of many copies that incidentally survived the whole movie, unlike the rest. Anyway something kinda similar is the Gene imprint plant things on Zetsubou, that act like an auto-detonating time-bomb to an extent. You pop out with all the perks you had at the time of leaving your genetic material there. I think maybe Richtofen's insurance policy is like that. In case they die or end up in a shitty place, they can just kill themselves and let their clones carry on and hopefully not mess up. The MotD vials were probably just what Richtofen used as a test sample of DNA from someone else. He could have potentially literally cloned the MotD characters on Zetsubou just for verification. Then he realized, ok this is possible, and took the other 3 to get blood vials of alternate versions of themselves. Or maybe he just literally took all of them to a doctor's office and drew their own blood. This explains why he didn't choose to call in this insurance policy until Zetsubou. He didn't have confirmation that cloning himself would work until Zetsubou. I still can't say why of all people his test trial would have blood from MotD. Anyway I suspect that it has to do with saving "back-up selves" with the blood.
  5. 1 point
    In general, we love puzzles, right? Especially if they have a logical progression. So whaddayasay we share our EE ideas, and let's say, limit it to 5 steps each (so, essentially, no full quests, only segments) in hopes that maybe we can inspire Tre...someone. Or at least just pose some ideas that do not meddle with the lore, instead involving interactive parts of the map for the purpose of changing the layout, accessing other areas, or building generic objects. Lets try to make the steps general by concentrating on what would make a logical puzzle and not introducing ideas that would contradict or establish new canon. I present my first suggestion: "The Equipment." Scenario: In this concept, a scrap of a blueprint can be found on the wall across the room from the power switch. A fuse box can be found on a panel inside a small alcove adjacent to the power room. Steps: 1. Piece together the blueprint by going around the map, finding 7 pieces and holding x to make each disappear. The character will confirm with a generic comment (this helps dissuade figuring out parts simply by listening to quotes) 2. Once all are collected, return to the blueprint wall and hold x. the blueprint will appear on the wall, but will be too dark to read. A backlight is needed. 3. Once the blueprint is built, you need a fuse. To get the fuse, you need to kill the boss (generic Boss). This forces you to play a few more rounds and work together as a team to take out the boss (so the whole EE cannot be completed in one fell swoop). 2 or 4 bosses will spawn in at the beginning of one of the next few rounds (element of surprise). Kill them and one will drop a fuse (it will remain hovering until it is picked up) 4. Inserting the fuse ends the round and causes the blueprint backlight to turn on. The order in which the parts must be added is now visible. All 8 lock boxes located throughout the map are now unlocked. 5. The players must find all 8 boxes, hold x to open and take the part inside in the correct order (randomized by game) and take them one by one to a build table (encourages participation and teamwork from all players).
  6. 1 point
    Not too long ago we found out the Character bio EE on WAW so they could be hidden in a similar way when you think about it.
  7. 1 point
    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.
  8. 1 point
    Guys I'm sorry I've been swamped, but I promise I'll get everything updated, thank you for all the ideas!
  9. 1 point
    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.
  10. 1 point
    @AlphaOmega Excellent read sir! Much more in depth than some of the other stuff I've seen regarding this topic. I appreciate that you actually thought to look into HOW Richtofen and Dempsey speak and not just what they say. Many people forget that it's not just what someone says, but the inflections et al. in what they say. What we've always known about Richtofen is that he is a very purposeful man. Whether it's his actions or his words, there's alway purpose there. While in Black Ops 1 he surely leads on the others, it doesn't change that he had a plan then too. Or that every step had weight to it. We're in a similar boat with what is happening now. In storytelling there is a classic structure that we are currently adhering to: 1. Initial Harmony: Before 115 discovery 2. Disruption of Harmony: Group 935 work with 115, WWI and WWII 3. A Hero or Heroes are found: Our 4, Maxis, new character "M" 4. A Plan is formed: Maxis/Richtofen, the Kronorium 5. The Quest and Trials of the Hero(s): Summoning Key, Rituals, The Giant-Present and beyond 6. Resolution: Remains to be seen I believe that this insurance policy was formed during his plan, obviously. Not for an expected outcome, but for something he fears could jeopardize everything. Given how foreshadowing works, we will either see them enact the policy to solve a problem OR to gain an unexpected leg up on the adversary. This usually occurs when the hero(s) discover an exploit or flaw in their opponent. The outcome for the plan and other steps therein remain unchanged. As for speculation on the new sets of blood vials. Seeing as we now have four sets of two, I see it as unlikely it's all four MOTD characters. Rather, it's possible that each of our characters posses the blood of two characters from various sets of teams we've seen in the past. Be it the Five crew, COTD crew, members of Ascension group, the Tranzit crew or other characters we've seen in the past (Brock/Gary, Gersch/Yuri, Groph/Schuster). The plan is to set things right, and all of these characters had a hand in things going tits up in the past. Therefore, it stand to reason we need these blood vials for a similar reason we're collecting the souls of the O4. Things are getting pretty exciting though!

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