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InfestLithium

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Everything posted by InfestLithium

  1. I'd say you're about a good 40-50% of the way there. You have a few more steps to go, but you're not that far from the end. In fact, I can tell you that you've gotten past the hard part already. Brock and Gary were stuck in an infinite loop where they would die whether you helped them navigate through the tunnels or not. No matter what the crew could do, they'd be dead either way. I don't believe our new crew is stuck in the same loop in regards to accomplishing the Side Quests, but rather given a "second chance". Richtofen may have enough power to resurrect them to a certain instance in time that is not too far ago. We could presume that they could have utterly failed the instructions given to them upon first appearing in Great Leap Forward, allowing Richtofen to reverse time by a little bit if they were to die (which they did). By reversing time, it allows them to be revived yet contain a gist of their memories. Hence Stuhlinger's deja-vu moment. Once the elevator plates glow, you can get off them. Those require that all four people be on them at the same time - this is crucial. The next step involves standing on the other four plates (same design pattern on them) all across the map. You must find the correct order that they are in. Have on person find the circle that glows by standing on it. You don't need to continuously stand on it; just one touch will do. The other players must find the next circle that glows. If it doesn't glow, the first circle will turn off and it needs to be done again, but with a different 2nd circle. This will continue until all four are fully lit up.
  2. The Peacekeeper is only available in Multiplayer's Revolution maps.
  3. You just proved my point even more. I never questioned Five's place in the zombie timeline; I only made a point that Five occurs after the Cuban Missile Crisis and that the DEFCON level being at 1 was a result of that. I'm glad you strengthened the condition of Five's time and date, but I was answering your question about DEFCON.
  4. I'm guessing that incomplete matches play a role in this? I've had a few games where I stored around 50k in a fresh account, lost connection to the host while the game doesn't allow host migration to occur, and suddenly have nothing when I start up the next match. There is no charge for depositing points, but you have to sacrifice 10 points [or was it 100?] for every withdrawal you make. Offline games can also affect your bank account, so bear that in mind.
  5. That is correct; however, it must be understood that this is not our typical calendar that we are used to. If you follow the Gregorian calendar, we're used to seeing that our first day spotted in the calendar is Sunday. The day is switched with Monday being the first day of the Chinese calendar. It would only make a one-day difference, really.
  6. Here is an excerpt from Faust's thread about the Idle Idols a.k.a. Naga statues seen in Shangri-la: http://www.callofdutyzombies.com/forum/viewtopic.php?f=103&t=19126
  7. During this time period, the Cuban Missile Crisis - which occurred in October 1962 - happened during the Kennedy administration. At the same time, we were actually in the Atomic Age as well as the Space Race with the USSR. Since we start off with no power in Five and the level automatically at DEFCON 1, it could have simply been in response to the missile crisis scare. Zombies were very imminent, but just not in America (or so we believe). Nuclear warfare wouldn't be considered similar to a zombie outbreak; besides, wouldn't you increase the DEFCON level in-game instead of lowering it? Of course, that may be just to access the Situation Room, but it seems sensible to be set at Level 1 instead of Level 5.
  8. So that's what the update was all about...it's a shame that we won't have the no-fog glitch to help us roam around Green Run clearly in Tranzit. But it seems that they really worked out some glitches that I've never heard nor encountered before. Still nothing about the slide glitch though, what a shame. Maybe the escape pod is referring to the lobby elevator or one of the many other elevators?
  9. If you follow Campaign's footsteps, then yes; the SDC could have well been created a tiny bit before 2025. The power can still stay a tad consistent in any given map. There is enough electrical current residing in the wires around the map. When you turn off a switch in any given area, you are only closing the circuit, or "doors" to allow electricity to flow through. This allows for lights and such to still be on, but at very low levels - especially since most of the wires are broken and protruding sparks. Turning on the power opens to circuits to allow a constant flow, or loop.
  10. As said already, I'd really enjoy a Hoard-type of mode. Y'know, where you can endure a countless wave of zombies with no rounds, but only the basic statistics as your reference point. A clock could be implemented as well to further how long you can survive the nightmare. The system could be quite similar to No Man's Land (like you said, Undead), having one random perk machine drops. But what will make this mode different is that if you choose to go into a Public lobby, there will be four "quadrants" that players can play on, with each player in their own section. Gates will by connected to each side, whee a player can access a lever to open the gate if and only if the other player on their side hits the switch as well. This will allow for two quadrants to be opened to one another briefly so players can either switch areas or combine together to endure. If you choose to join forces, you risk running twice the zombies in a very small and confined area. Weapons will be small and select. This may vary depending on what seems adjustable, but everyone could start off with the usual M1911 and have an Olympia or M14 in every quadrant. One lucky quadrant will get their hands on the Mystery Box, and it will rotate after ever 3-5 hits to allow everyone a chance for new weapons. This allows for every player to have guaranteed ammo-replenishing. As far as perk machines go, each quadrant has their own perk machine. For example, let's say Q1 contains Double Tap II, Q2 with Speed Cola, Q3 with Juggernog, and Q4 with Quick Revive. Players must access the gates to get to one another's perk machines, or they can wait for the machines to rotate to different quadrants (sort of like a random slot machine with perks). Implement all perk machines in Black Ops II, and voila - randomness up the wahzoo. Pack-a-Punch can be found in the center of all this. In order to open it up, all players must access a switch within a 10-second timeframe. Once done, a small area will arise in the center and act as a safe haven for around 30 seconds. Players will have enough time (hopefully) to Pack-a-Punch whatever they need, and then be sent into the wave of zombies waiting in their quadrants. How the zombies will not camp outside the PaP entryway, beats me. Perhaps the game will force the zombies to run different directions upon entering the area much similar to Five's Pack-a-Punch room.
  11. I believe the only difference it makes is the month or beginning year. We can suggest that either date create 2013 as a viable date to go by for Die Rise.
  12. Here is a very informative thread about those circles: viewtopic.php?f=139&t=28559
  13. Welcome to the community, friendo! My my, this a very comprehensive list of some great Pack-a-Punched names. I wouldn't be surprised if Treyarch steals a few ideas from this and decides to implement them. Great work!
  14. If you thought Tranzit has some messed up sounds, you should play a Solo game of Verruckt. In the dark. With nobody but you and the game. Late, late at witching hour. I promise you that you'll be having nightmares for a long time.
  15. Alas, that is a sad sight to see. Then again, I've come across people with extremely high leaderboard statistics that do worse in matches than my 6 year-old brother. In fact, he does better than me sometimes when I have the chance to play zombies with him. Numbers are great sources and all, but I feel that if you use what has been given to you in-game and you utilize it to help your team while playing how the game was meant to be, then you are doing no wrong. Let in-game results show what kind of player you really are.
  16. That is the common excuse/reason most people bring up when they defend their right to cheat or boost, but it really is true. I don't consider persistent upgrades boosting in the least bit, since they were primarily implemented for the purpose of using. Sure, it may encourage a bit of boosting (even if done by yourself) when you really desire that quick revive skill or Juggernog Pro, but you have to take into consideration to what extent you are using it for. If Treyarch delivered a method where there is a perk which acts as an Insta-Kill upon going down, I can guarantee you that people would scream bloody murder and call it "cheating". But in the end, are you doing it for yourself, or to make your zombie career practically legendary status for popularity? When you really look at it, cheating and boosting is really by perspective. Like MMX said before, using someone as a test dummy so you can gain all the advantages is primarily boosting. If you received the same benefits, however, in a legitimate way during one match, I see no fault in it. Heck, I've gotten my upgrades in one match before because I utilized my horrible teammate for the quick revive upgrade. Take advantage of what's presented to you, don't take advantage of abusing the system.
  17. That is correct. When the dialogue appears talking about it being available in the Mystery Box, it means that it will be obtainable once again if the original is lost. And no problem, friendo. :)
  18. From what I know, only one person can obtain the Sliquifier. It's similar to the various other specialized Wonder Weapons (Thundergun, Winter's Howl, Scavenger, Zap Gun, etc.) in which nobody else can have the weapon if it's currently in use. That rule changes, however, if the person who had it dies while carrying it. I've only gotten it twice from the Mystery Box in my whole zombie career of playing Die Rise. One my first-hit chance, the other by actually wasting my points continuously for it.
  19. I'm pretty sure it isn't possible; but if it is, I'd assume that you'd have to find a glitch area inn order to bypass the walls or somehow get onto the top balcony.
  20. Yes; Moon is happening, but so is Nuketown Zombies. After a few days to weeks, we end up in Green Run only to be teleported to Great Leap Forward after completing the Side Quest in Tranzit. We're dealing with a rather straightforward, yet confusing timeline here. We know this pattern exists, yet it's very hard to identify the true date. If we could assume that Great Leap Forward occurs in 2013, that would mean Moon took place in 2012 - it is plausible.
  21. There seems to be a screw or kind of bolt on the left-end of the object. Perhaps it is a wooden leg, but it stands out to me as some sort of gasket/machine that would play the film reel.
  22. So it could be possible that Great Leap Forward occurs in our reality timeframe, just as Call of the Dead did?
  23. The Trample Steam level and AN-94 hallway are really great points for bottlenecking and controlling the spawning system. If you have Trample Steams/Claymores, it'll make it easier to point whore and limit the barriers to only two potential entryways (given you did not open any barricades).
  24. Moon's time period falls under the same category as Nuketown Zombies. The calendars you posted make a great pinpoint of a potential date for Great Leap Forward. I had thought the same as well, but it's good to see some factual evidence go into the date & time. While this is true, I wouldn't create the "10-year established" concept into this. I've seen a variety of business say the same "since ______" even if it's only been a year since they've been established. Great discovery, friendo! :)
  25. Hm, nice visual perspective (in video) of how each NavCard will apply to the upcoming maps, friendo! It's funny how we have to create a small conclusion of the NavCards not being very effective until we've inserted all of them into the readers. It's intriguing - what will happen if we utilize them all? Is it needed to complete the final Easter Egg/Side Quest in the last DLC?
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