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InfestLithium

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Everything posted by InfestLithium

  1. I agree with you; players vary among skill level, and you certainly would not want to be unfair to a great slayer; however, none of it will matter anymore if other players leave. It's the cold truth. Look at it this way: Player A is you (a substantially well-defined player), Player B is dead, Player C is also a skilled player but has very low-leveled weapons/perk setup, and Player D is also dead. At this point in time, you should know right off the bat whether Player B and D are skilled players or not. If they are, they will have no problem getting back on their feet. If they are not, being able to start up with nothing on hand but points will be difficult for them. The reason I point this out is because the average player (average being generally lower-skilled than a CoDz player [since we are known to have amazing slayers], mind you) will always hit the Mystery Box when it is unnecessary or demand to always get __________ gun/weapon right off the bat. They will also require for power to be on so they could survive a bit longer. The skill level ranges, and it's actually easier to determine a player's true nature when hitting mid-high rounds. I'm not saying that conforming to everyone's wants will 100% prevent people from leaving the game. There are many outside factors that will lead to their leave of absence such as being impatient when downed constantly, not getting some weapon from the Mystery Box that they really want, or just flat out sucking. If you know that you have a team of varied skills, do things that will benefit everyone in the future so the weakest players could at least be prepared. Otherwise, you risk them leaving for waiting around too much.
  2. Seems very reasonable of an area. More specifically, No Man's Land is located in (outside if you want to be politically correct) Hangar 18. From the image, it looks to be a hangar much similar to 18, minus the many obstacles, satellites, cargo, and small bases that would be around it.
  3. He technically has the better advantage of being alive in the first place. On top of that, he can use the bank at the same time everyone else does. If he really needs a different gun or perk, he can go run to a certain location himself and either train for a bit to get themselves situated with enough points to grab, say, an Ak-74u or even hit the Mystery Box at least once. The main concern is getting the dead players re-situated to get back on their feet. Getting everyone to accomplish certain things together so the team can survive and succeed whether one person likes it or not is a little something I like to call teamwork. Most zombie players don't know about this abstract concept, but it could better everyone in the long run, believe it or not.
  4. Because many people did not call it a "glitch". Everyone and their mothers began to use this new quickdraw method for clearing hordes up into the higher rounds, where it is a must to have the Jet Gun. In fact, people didn't really talk about it since it was a "professional" secret among slayers who knew what they were doing. It was not publicly aware for the vast majority, but I'm guessing that Treyarch paid attention to the community's gameplay experience to make the new mode (Die Rise) easier/harder.
  5. Anything that falls in line with Five Finger Death Punch or In Flames will work for me. If you really need some adrenaline injected into your mind and body, take a gander at this beauty: PrmAJiwOjNI Works for me every time.
  6. Too many ideas are better than no ideas at all. It sounds like someone is really getting antsy about money. They are needing more resources and financial budgeting, so Activision is forcing Treyarch employees to be cut from the team so they could "better" the new DLC packages. Sounds more like big ol' Activision wants to keep their filthy money coming in, so they're putting the blame on Treyarch. They ought to look in the mirror one day. This is ridiculous.
  7. This is very...well, I don't even know how to describe it. It looks insanely fun and interesting, yet so confusing and questionable. A hardcore Grief mode that allows you to actually damage the other teammates by shooting at them? I could see tons of trolling ideas now - if you thought regular Grief in Green Run was bad, I bet it would be 400x worse in here. This is an absolutely wonderful find, OPL! I have a feeling that it wasn't necessarily meant to be a Grief mode though; more so, a minor glitch within a glitch. Like you said before, Treyarch probably considered making a Grief mode for Die Rise but eventually ditched the idea after realizing that this is not the right map layout to do so. The coding, however, remained so that you could actually begin a Grief lobby. From there, things may have gotten quirky and now the characters could actually take similar damage to that of zombies. I noticed when the opposing player shoots you with an M1911, it was progressively damaging - about 4 to 5 bullets - until you red-screened. This may also be why some weapons can only be used against the characters because the damage output is ridiculously high. Still, that's pretty awesome.
  8. Hm, not too bad of a beginning strategy, friendo! So you can actually ride the lobby elevator back up to spawn? It seems like a great way to start the game off, considering everyone is well equipped with their own Trample Steam and you now have the lobby elevator to exercise at your will for one time. It's better than turning on power and ignoring everything else. :lol:
  9. Please, do go into detail. I'm sure we'd like to see how this will unfold. I never thought of seeing the image as a wheel, but I can see where you might be going with this. The question I want to know is what truly made you think it would be underground? Also, it would be best to have this thread here, since this is related to future maps. If you build up enough current in-game evidence to support your prediction, it'll be added to the Asylum (or I expect so).
  10. I did not know this - I always assumed that players would spawn in a pretty open area that is not in some obscure location. It'll be hard to force other teammates to understand this concept if you are not one of the highest colors nor the last one alive, but with communication, I'm sure it'll work it very well. Thanks for the great tip, friendo! :)
  11. The mountains would help us pinpoint the true location of Shangri-la. If you look at any and all information regarding them, you'll also come across the videos GRILL posted because they do have significance to the storyline. It's a best kept secret in which it IS overlooked by many, but lead us in the correct general direction.
  12. I was thinking that it would be more Solo oriented. Have a dummy player in a game with you is still considered a two-person game, since you are actually requiring two players to complete the Side Quest and not just one. Nevertheless, it's good to see that you added detailed instructions on how to control the dummy account and utilize it to your advantage to complete Tower of Babble by "yourself". Nice guide overall, friendo! :)
  13. Those are some good ideas, friendo! The more possibilities we can come up with for determine the Rift, the better we'll understand Richtofen's ulterior motive fully. The way I see it, mending the rift would mean that something needs to be repaired or reconstructed in order to make it optimal and working once more (definition of 'mend'). Like you said, this "rift" that is spoken of is a time distortion with alters the future and past together. According to what we've encountered so far, what we do in the past will alter the future, yet what we do in the future will not relate to the past. Proof of this concept can be found in Moon, where launching ballistic missiles to impact Earth theoretically causes Call of the Dead and Shangri-la to have never occurred in the timeframe where our Original Crew had been there. If we repair the distortion, Richtofen can create a linear timeline in which it'll seem as if he flawlessly rose to power and even prevent Maxis from ever launching the missiles. He also needs constant power; that is why he controls Stuhlinger to lead the group in creating energy satellite receptors. Richtofen alone cannot simply edit history. He'd have to have enough power to go back and prevent/allow certain events to happen.
  14. Tranzit was a mode in the sense that it's a mix between our typical Survival and implementation of storyline elements. The name, however, will not carry over to any other map because it was solely for the sake of the map. The name of the story modes reflect what is in-game. In this case, it's called "Tranzit" because we have transportation via bus. "Die Rise" also works because it's similar to High Rise, and we are now dealing with a vertical map layout rather than our usual horizontal platform. People disliked Tranzit because there was too little going on with various obstacles that were more annoying than innovating. I actually felt that the fog was a great idea as well as the Denizens. It gave you the option of being patient and waiting for the bus to roll along, or run through the wasteland of Green Run to reach a certain location faster while risking potential death. Denizen portals came in handy tons of time for quick access, but could screw you over just as easily. People are just too quick to judge. As for what Xbox shows, the same goes for Die Rise, or any other mode. It never shows the name of the map in Zombies; that's just how it works. Treyarch is creating different modes that suit the gameplay of new maps. Of course we won't have another Tranzit, or even Die Rise for that matter.
  15. Turtlenecks, or collared shirts? Considering that both of these characters - if we presume that the blank portrait is Maxis - are scientists, it will be a bit harder to determine any differences. But what makes sense to me is that they wear the same attire which could further the belief of Maxis being that missing person.
  16. Yeah, I've noticed that as well. I'm not sure if it really pertains to any exact areas, but about 1/8 zombies who are in corners will stop and stare unless provoked. Using a Monkey Bomb will guarantee a few more zombies to be caught in the corners as well.
  17. Ever consider Five Finger Death Punch? Especially if you take some of their tracks from the War is the Answer or Five Finger Death Punch album. KFAl53FOG2w Mo1JExiw2f8 8EdEV0WXKLs gROfnYCSBhw Still, I think Clark & Kevin are doing a pretty great job right now. Of course, Elena is a favorite amongst us all because...well, it's Elena Siegman! I have a feeling that the more songs Clark delivers to us, the better they'll be.
  18. It's not that Sliquifier was overpowered. Sure, it was a OHK every time and worked out very well in crunching rounds in a matter of a few hours. The average player, however, does not know how to effectively use it. Just as perfectlemonade said, it's a beautiful weapon to use if you have the proper training techniques and you understand the spawning system and timing. Throw the Sliquifier in the hands of a regular slayer, and off they'll go shooting at the ground as they waste ammo. Plus, it won't help you out if you're cornered or caught in a sticky situation, so I wouldn't truly consider it overpowered. Just highly effective in the correct hands. Though I do agree with you 100% that a weapon alone should not cause one's perspective to drop when rating a map. I'm just more so disappointed that out of all the things Treyarch could have fixed, they picked minuscule details and limited a very good Wonder Weapon than focusing on the major exploits.
  19. It's not that Treyarch is fixing tiny things just to avoid addressing the bigger issues that us slayers face in-game. Their main focus, for some reason, is trying to make the game harder than it already is. They're doing their best to fix bugs and glitches here and there (as shown in the bug fix logs). At the same time, they really ought to tackle the biggest of our concerns than minor things. Most of the bugs and glitches fixed were things that the majority of us never really took into consideration. There is no doubt that they patched the Jet Gun in Tranzit because many players abused the quickdraw technique - a method that was not intentionally implemented for the purpose of utilizing such a weapon. If you don't know how to handle the Jet Gun as it was meant to be, then tough luck. Learn to use it properly and maybe you'll change perspective on its abilities. "Patching" the Sliquifier, however, was a poor decision on Treyarch's part. I can't 100% claim whether the infinite chains were meant to be part of the Wonder Weapon or not, but it certainly tarnished the gun's reputation as one of the best Wonder Weapons ever introduced in Zombies. They saw it as unfair to them, and so they greatly limited the Sliquifier's Godly capabilities by numbing it down. What they could have done was focus on the major buzzkill glitches, such as the elevator shaft slide, Trample Steam misplacement, and even the zombie packing glitch. Instead, they reduced the enjoyability of what I still consider one of the best Zombie maps ever by fixing a few things that did not address the community's concerns. I'm not rebutting against Treyarch. I'm only saying that they should really take into consideration what we say and not how they think we should play.
  20. Now this is what I call a connected theory. You never fail to amaze me, GRILL. What's so interesting is that you hypothesize Shangri-la actually being within the vicinity of Area 51. The possibility of a shared mountain could be quite plausible, and I wouldn't be too surprised if the two were linked in that fashion. When I think of the grid vent underneath the Pack-a-Punch machine, I think of this: http://www.realufos.net/2009/05/new-ufo ... ea-51.html I understand that Shangri-la is ancient ground and holds mystique power unlike anything found on Earth. This would mean that it could survive in a habitat that it conflicts with - considering that the Nevada base is located in the middle of a dry desert. A bio dome wouldn't be necessary in this case. Even when you take Tac's Mars theory, how could a setting like this exist on such a planet where there is very minor but somewhat similar elements to pursue lifeforms? It's simple: this is not an ordinary terrain, so like you said, if it can withstand time and space then it can surely survive on its own. Now that I think about it, we only have one small aspect to clear up - the eclipse. We are essentially going back in time when we are doing the Easter Egg, yes? If we travel back to a particular timeframe, would Area 51 in turn be effected as well, or just that area? I know it sounds ludicrous, but I'm not sure whether to assume that only Shangri-la is affected while the rest of the world is not. It would be making one particular area residing in a different timeframe while still in tact on Earth where it is in the present. A past within the present, coinciding with one another?
  21. But why would the Chinese character for "ice" be on a calendar? If we assumed by abbreviations, then I guess we could make a suggestion that Shanghai (Great Leap Forward) was involved in some kind of operation or relation to Group 935. Thank you for the furthered information, PINNAZ. This is starting to give us new areas to discover! :)
  22. Very nice observation and experimentation, friendo! I have a hunch that the silhouette could be Maxis, but blacked-out to show that he is no longer a "living entity" like the rest of our old crew. I understand the outline of Kino/Five's portrait are not similar to the Die Rise comic book tear, but we can't toss out the idea yet. Different shape perspectives do not mean different people. The angle you proposed is actually quite similar to the rest of the portraits. Everyone is facing towards the left (their right) at a slight angle. I wish we could get a few more features in so we could better identify who this silhouette is truly of (or at least obtain some physical characteristics on Maxis). Great analysis; I hope to see more of these kind of posts to come. :)
  23. The only way you can get a Solo leaderboard record is by doing the No Man's Land challenge in Area 51.
  24. InfestLithium

    Free key

    But aren't there approximately 7 elevators plus the freight elevator? From what I know, there are only four keys in a given game [i'm not too sure if that number varies on how many players are initially in the match]. I have a feeling it's using the keys x amount of times.
  25. The blue light is nothing more than a source emitting light. When you turn on power, it actually intensifies slightly. No-clipping with Theater can show you that it's just a light flare to illuminate the building's room. Though I agree the area would be one very nice NML challenge. :)
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