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BinSys

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  1. Thank you for your comments. I'm honored for it. When I have measured the probability of each weapon for the mystery box, I have noticed this phenomenon. At that time, we have used the mystery box 240 times at R26 in kino. When we got to R27, we felt very severe time lag. I could find that the time lag depends on the number of times of use of the mystery box.
  2. Thank you for your comments. I'm honored for it.
  3. When we go to higher round at PS3, we often feel a continuative time lag. Especially, I have felt it at Call of the dead when I got to R72. This time lag makes us difficult to play the game. I thought of the reason of such severe time lag. I could arrive my answer by thinking various situations. Time lag depends on the number of times of use of a mystery box. I could obtain the proof. When I was playing Call of the dead, I obtained following situation at R72. For a game with 2 players, when the number of times of use of a mystery box arrives at about 450 at R72, a light time lag occurs. The time lag could be canceled, when one player has a claymore. When the number is more than about 500 at R72, a severe time lag occurs. At that time, the time lag could be canceled, when two players have a claymore each other. The time lag can be seen at Fig. 1. Rbi5PqEc0dg Figure 1. R74 and R75 at COTD. I performed one more experiment to confirm above phenomenon. Before I play the game, I calculated the round that the time lag starts. The calculation was performed for Nacht der Untoten with 2 players. Because recently new strategy of Nacht der Untoten for co-op has been released by 5and5. The strategy is very simple and effective to go to high round. I performed the experiment using his strategy. There are no traps and no PAP in Nacht der Untoten as you know. And zombies at higher round have to be annihilated using a thunder gun. So the thunder gun has to be reacquired frequently. The mystery box will be used many times. This situation makes me estimate easily the round that the time lag starts. As the estimation, I assumed to do it as follows. 1. Thunder gun doesn’t reacquire until R35. Because a max ammo can be obtained easily. 2. After R36, all zombies are annihilated by only a thunder gun. 3. Appearance probability of a thunder gun is about 4%. I have also measured this value. The population is 2,000 when I have measured it. 4. The number of times of use of a mystery box which uses from R1 to R35 is 30. 5. Last spawned zombies at each round are annihilated by a thunder gun after R36. As an estimation result, the number of reacquisition from R36 to R52 is 20. Using the appearance probability of a thunder gun, the number of times of use of a mystery box is 500 for the number of reacquisition of 20. Total number of times of use of a mystery box is 530. This means that the time lag starts at R53. Actually, I confirmed that the time lag starts at R53. I finished the game when I got to R53 because of severe time lag. The play information shows at Fig. 2 and Fig. 3. Figure 2 and 3 show time vs each round and a movie at R53. From this experiment, it was found that the time lag depends on the number of times of use of a mystery box. When the number is over 500, we will feel severe time lag. The time lag indicates that the memory on PS3 is few and it may lead to the gspawn error. Furthermore I will investigate the detailed information of occurrence of gspawn error in the future. Figure 2. Time vs each round until R53. f9u3O3MmSYk Figure 3(a) R51 – R52 at Nacht der Untoten. dsyjLlVtd0w Figure 3(a) R52 – R53 at Nacht der Untoten. .
  4. Oh! Thank you! I want to try your strategy. ;)
  5. Nice strategy! And great work. Can I ask? Do zombies come from second floor? When they come from there, I thought that such zombies may be late to come. How about the danger of it?
  6. Thank you for your comments. There are some electric traps in the map. So I also want to use not only flogger but also them effectively. I don't think that our current strategy is the best. But I would like to bring it in the future.
  7. Hi everyone who likes zombie mode, I would like to introduce one of our strategies. That is Double trap strategy with 2 players at Shi no numa. If this has already been reported, I’m sorry for it. Important points of this strategy Don’t open a door of StG-44 room side at a first room. R1 – R5 Preparation at a first room. R6 – About R30 Each player kills zombies at near the entrance to the first room of StG-44 room side and near the log trap. About R31 – Use the double trap strategy. There are 2 place as first positions of this strategy. One is near the entrance to the first room of StG-44 room side. This is set to player A. Another is near the log trap. This is set to player B. At first, after player A aggregates zombies there, he goes to StG-44 room and kills them using the trap. Player B kills aggregated zombies using the log trap, simultaneously. Next, player A brings aggregated zombies to the log trap and use it. Player A goes back to near the entrance to the first room of StG-44 room side. After player A goes away from the trap, player B kills zombies using the running trap. As a next step, player B kills zombies using the log trap. Player A kills zombies using the running trap. After killed zombies, player A aggregates zombies in only under the first room and kills them using the log trap. Player B kills zombies using the running trap. This flow is a cycle of this strategy. In this strategy, the efficiency is improved by using 2 traps simultaneously. This strategy can kill about 100 zombies in one cycle. Our result of this strategy is as follows. We could go to R30 in about 1 hours. We could go to R61 in about 6 hours. Following figure is a graph with a time for each round. There are 2 data. One is a result using a single trap strategy. That is shown by green dots. This strategy uses only the log trap. 2 switch of the log trap isn’t used. Only one side switch is used. Another data is the result of this strategy. That is shown by red dots. The efficiency of double trap strategy is 1.5 times larger than that of single trap strategy. You can see the detailed information of this strategy from our following video. iTcRUdKqr6g This is a video with my angle. I’m glad if this strategy is helpful for you.
  8. Thank you for your comments. Closed doors until R35 are 2. One is a door of Double Barrel Shotgun side at a first room. Another is a door between the power room and teleporter room. You can get to the room with Thompson by opening other doors. From about R36, the door between the power room and teleporter room is opened to change a next strategy.
  9. Thank you for your comments. Staying in the power room is not difficult. We can use a trap and mystery box. If players have ray guns and DG2, they will be able to get to R40 although it is a bit difficult. ^^
  10. Hi everyone who likes zombie mode, I would like to introduce one of our strategies. That is Double trap strategy with 2 players at Der Riese. If this has already been reported, I’m sorry for it. Important points of this strategy Don’t open a door of Double barrel Shotgun side at a first room. This brings an effect that zombies don't appear at a first room when players stay at a power room. R1 – R5 Preparation at a first room. Don’t open a door of Double barrel Shotgun side at a first room. Open another one. R6 – About R35 Players stay at a power room while a door of teleporter side closes. Players can use a trap there and mystery box. You can use a ray gun and DG2. About R35 – Use the double trap strategy. First position of this strategy is a space with Double Tap Root Beer. 2 players stay a bit there while players have to close 2 barricades. When some zombies approach, players drop to a power room and run the trap. After the trap run, players separate and move to a power room and a teleporter room. When hellhounds appear during running the trap, players need to kill them preferentially. This is also an important point because of following reason. (The number of zombies for the round) + (The number of hellhounds for the round) = (Total number of zombies for the round) After the trap finished, a player at a power room moves to a teleporter room through a hole at Quick Revive room. Zombies move to a teleporter room from the entrance. A player at a teleporter room aggregates the zombies and moves to a room with Double barrel Shotgun together with them. At that time, another player also moves to there with them and runs the trap. After the trap run, 2 players move quickly to a room with Double Tap Root Beer. This flow is a cycle of this strategy. This strategy can kill about 67 zombies in one cycle. Our result of this strategy is as follows. We could go to R52 in about 3 hours. We could go to R77 in about 10 hours. Following figure is a graph with a time for each round. A slope of graph from R1 to R35 is different from a slope from R36. This indicates the change of strategy. You can see the detailed information from our following videos. dn1uV8YcqtA This is a video with 2 angles. TdTkCrGs3NQ This is a video with my angle. I’m glad if this strategy is helpful for you.
  11. Thank you for your comments. I have some strategies for other maps. So I'll submit them. By the way, I'm sorry for my poor English. ^^;
  12. Hi everyone who likes zombie mode, I would like to introduce one of our strategies. That is Double trap strategy with 2 players at Ascension. If this has already been reported, I’m sorry for it. Important points of this strategy 1. Don’t open a door of second floor at a first room. 2. Don’t open a door between a power room and a mule kick room. R1 – R5 Preparation at a first room. R6 – R60 Annihilation of zombies using thunder gun at a first room. This strategy has already been published by other people and groups. I think that this strategy is the fastest of all strategy before R60. R60 – After R60, the strategy using thunder gun makes a time for each round slow. Because increasing the number of zombies leads to reacquiring the thunder gun by a mystery box. After R60, I would like to recommend the double trap strategy. First position of this strategy is a space of front of PHD flopper. After players stay a bit here, players move to a trap near the AK74U and use it. After launching the trap, players move to the opposite side of the trap and stay a bit. Reappeared zombies are also killed by it. After this, players move to a space of front of PHD flopper and stay a bit there. And then, players move to a trap near MULE kick and kill zombies using it. After this, players go back to a space of front of PHD flopper again. This flow is a cycle of this strategy. This strategy can kill 80 zombies in one cycle. Our result of this strategy is as follows. We could go to R59 in 5 hours. We could go to R77 in 12 hours. We could go to R88 in 18 hours. You can see the detailed information from our following videos. mHniTKwwMa0 This is a video with 2 angles. Iw9OY5Hnwgo This is a video with my angle. I’m glad if this strategy is helpful for you.
  13. Thank you for your report and comments. I think that the graphs are helpful for us. The graphs make us know the flow of playing. The role is a confirmation of stability of play. And also they make us know a change of strategic efficiency when players change the strategy. The future prediction theory provides us end time of current round. That is helpful for knowing information of a timing of mystery box and rest. For the live stream, I'm interested in it. It's a good idea! The comments on real time will make everyone understand the application more. I hope a lot of people who likes zombie mode can use the application and grow it. Thank you for your idea. ;)
  14. Thank you for your report and comments. I think that the graphs are helpful for us. The graphs make us know the flow of playing. The role is a confirmation of stability of play. And also they make us know a change of strategic efficiency when players change the strategy. The future prediction theory provides us end time of current round. That is helpful for knowing information of a timing of mystery box and rest. For the live stream, I'm interested in it. It's a good idea! The comments on real time will make everyone understand the application more. I hope a lot of people who likes zombie mode can use the application and grow it. Thank you for your idea. ;)
  15. Thank you for your quick reply. I displayed the link just now. Please check it. If you will be a beta tester for this application, please give me your result image with both round time and anticipated time.
  16. Thank you for your quick reply. I displayed the link just now. Please check it. If you will be a beta tester for this application, please give me your result image with both round time and anticipated time.
  17. Hi everyone who likes zombie mode, I have always thought that I want to know the end time of current round when I play zombie mode. Furthermore I want to quantity various strategies. So I achieve a bit them as an application. When I thought the application, I studied the future prediction theory. Although I made it using the existing theory, the difference between real time and prediction time was very large. Therefore at first I made a new theory for this application. This application has it. Please confirm the ability of the theory by using this. I think that the theory is still no completion. So I want to update it more. This application has not only the future prediction, but also a function of display of graph for time per round. The graph of time per round can be seen at this topic which is my submission. Also this application can display a graph of kill efficiency for each round and average kill efficiency. These parameter can be used to quantify the strategy. Today I would like to publish it as version of beta 1.0. If you will be a beta tester, I'm glad for it. If you will be a beta tester of this application, please give me your result image obtained using this application. The image is a graph with both the round time and the anticipated time like following image. Following image is one of my result. The round time and anticipated time show red dots and pink dots, respectively. [center:24gdz7xz][/center:24gdz7xz] I will update it more. If you have some questions and requests, please let me know. I would like to reflect them and improve this application. The application is as follows. [center:24gdz7xz]Strategic Analysis Tool For Zombie Mode[/center:24gdz7xz] The recommendation spec, usage and function of this application is as follows. Please read them and use it. I apologize my poor English. - Recommendation spec I made this using HTML5. I confirmed it on Google Chrome on windows7. If you confirm that this can use on other browsers, please let me know. I'll add it to the recommendation spec. - Usage 1. Set some parameters. Number of players, Map and Player name. After you set them, click "ok" button. 2. When round starts, click "Start" button. Counting time starts. 3. When all zombies on the round were killed, click "End" button. Counting time finishes. 4. If you leave a last zombie on the round, you can pause the time by clicking "Pause" button. Counting restarts by reclick "Pause". When the last zombie is killed, counting finishes by click "End". You can see the current status at the status. Status: Now measuring means counting time. Now waiting means no counting time. Now pausing means clicking "Pause" button. 5. When you want to save your data, you can get it by click "Save graph" button. When "Save graph" button is clicked, a popup window is opened. You can always save it as an image. 6. You can see some particular graph by checking checkboxes at Graph. Those are round time, kill efficiency and anticipated time. The anticipated time is a value calculated by my theory. These can also be seen during counting time. - Function 1. Measurement a time for each round. 2. Display of a time for each round as a graph. 3. Display of zombie's health and the number of zombies of current round. 4. Display of the number of annihilation which is calculated by the number of zombies divided by 24. 5. Display of current time and end time of current round. The end time is calculated by the future prediction theory which is my original theory. 6. Display of remaining time for the current round. 7. Display of some information of latest round. Those are the time of round and efficiency of kill. Efficiency of kill is the kill speed of zombies. 8. Display of some information of the play. Those are the total play time, total pause time, average round time and average efficiency of kill. 9. Discernment of the round of hellhound, thief and monkey. But when the round is lower, it will be hard to discern. When it is discerned, you can know the next round of them. - Accuracy of my future prediction theory I can show you the accuracy of my future prediction theory. Above figure shows it. That was obtained by actual play. Figure says that when round progresses, the accuracy becomes higher. Please confirm this using the application.
  18. Hi everyone who likes zombie mode, I have always thought that I want to know the end time of current round when I play zombie mode. Furthermore I want to quantity various strategies. So I achieve a bit them as an application. When I thought the application, I studied the future prediction theory. Although I made it using the existing theory, the difference between real time and prediction time was very large. Therefore at first I made a new theory for this application. This application has it. Please confirm the ability of the theory by using this. I think that the theory is still no completion. So I want to update it more. This application has not only the future prediction, but also a function of display of graph for time per round. The graph of time per round can be seen at this topic which is my submission. Also this application can display a graph of kill efficiency for each round and average kill efficiency. These parameter can be used to quantify the strategy. Today I would like to publish it as version of beta 1.0. If you will be a beta tester, I'm glad for it. If you will be a beta tester of this application, please give me your result image obtained using this application. The image is a graph with both the round time and the anticipated time like following image. Following image is one of my result. The round time and anticipated time show red dots and pink dots, respectively. I will update it more. If you have some questions and requests, please let me know. I would like to reflect them and improve this application. The application is as follows. Strategic Analysis Tool For Zombie Mode The recommendation spec, usage and function of this application is as follows. Please read them and use it. I apologize my poor English. - Recommendation spec I made this using HTML5. I confirmed it on Google Chrome on windows7. If you confirm that this can use on other browsers, please let me know. I'll add it to the recommendation spec. - Usage 1. Set some parameters. Number of players, Map and Player name. After you set them, click "ok" button. 2. When round starts, click "Start" button. Counting time starts. 3. When all zombies on the round were killed, click "End" button. Counting time finishes. 4. If you leave a last zombie on the round, you can pause the time by clicking "Pause" button. Counting restarts by reclick "Pause". When the last zombie is killed, counting finishes by click "End". You can see the current status at the status. Status: Now measuring means counting time. Now waiting means no counting time. Now pausing means clicking "Pause" button. 5. When you want to save your data, you can get it by click "Save graph" button. When "Save graph" button is clicked, a popup window is opened. You can always save it as an image. 6. You can see some particular graph by checking checkboxes at Graph. Those are round time, kill efficiency and anticipated time. The anticipated time is a value calculated by my theory. These can also be seen during counting time. - Function 1. Measurement a time for each round. 2. Display of a time for each round as a graph. 3. Display of zombie's health and the number of zombies of current round. 4. Display of the number of annihilation which is calculated by the number of zombies divided by 24. 5. Display of current time and end time of current round. The end time is calculated by the future prediction theory which is my original theory. 6. Display of remaining time for the current round. 7. Display of some information of latest round. Those are the time of round and efficiency of kill. Efficiency of kill is the kill speed of zombies. 8. Display of some information of the play. Those are the total play time, total pause time, average round time and average efficiency of kill. 9. Discernment of the round of hellhound, thief and monkey. But when the round is lower, it will be hard to discern. When it is discerned, you can know the next round of them. - Accuracy of my future prediction theory I can show you the accuracy of my future prediction theory. Above figure shows it. That was obtained by actual play. Figure says that when round progresses, the accuracy becomes higher. Please confirm this using the application.
  19. Thank you for your comments. Yes. The efficiency depends on the players as you say. So I think that this consideration can be used for evaluating strategies rather than the player. I think that as the evaluation is average efficiency, the fate for ammo and some downs will be included. I have thought that I would like to apply a light to the evaluation of strategies.
  20. Hi everyone who likes zombie mode, There are a lot of strategies for each map. Recently I have considered whether a quantification of efficiency of each strategy can be performed. First, I thought of strategies for maps with some traps. The strategies have a cycle. For example, zombies are aggregated and killed using a trap. This cycle is repeated until end of each round. By the way I’ll also think of maps without traps. I thought of following 3 parameters for such strategies with the cycle. 1. Time per 1 cycle. This is shown as s/cycle. 2. Number of kills per 1 cycle. This is shown as kill/cycle. 3. Number of kills per unit time. This is shown as kill/s. This is the efficiency of kill. I think that No.3 is the efficiency of kill. This parameter can decide a rank of each strategy. At this time, I don’t include round of Hellhound, thief and monkey for the efficiency of kill. Because such round has no normal zombies. When above 3 parameters are applied to 4 sample strategies, the result is as follows. Following table shows s/cycle, kill/cycle and kill/s for 4 sample strategies. Map Time per 1 cycle(s/cycle) Number of kills per 1 cycle(kill/cycle) Efficiency of kill(kill/s) Strategy Kino Der Toten 150 126.8 0.84 Der Riese 106 67.6 0.63 Ascension 151 79.6 0.52 Five 72 23.1 0.32 These results were measured at R50. From this table, it can be considered that the strategy of kino der toten has the highest efficiency of the 4. In the strategy of Der Riese, as a charge time of trap is very short which is 25s. the efficiency of kill is higher than that of Ascension although the number of kills per 1 cycle is fewer than that at Ascension. In the strategy of Five, only less than 24 zombies can be killed in 1 cycle of strategy. This indicates that the efficiency of trap in that strategy is bad. I think that these values indicate not only the efficiency of strategy, but also the feature for each map. I would like to investigate about other maps and various strategies. By the way, now I'm making a software for zombie mode. The platform is Google Chrome. The software can measure the efficiency of kill, round time and calculate end time using a future prediction. I have used my original theory to calculate the future prediction. This software can be used by only 1 clicking start and end buttons at start and end of round. The software can make a graph automatically like this. I'll publish it when it completed. Everyone will use it. If this has already been reported, I’m sorry for it.
  21. We have done nothing especially. We just play normally. What do you want to say?
  22. It's not a glitch, if you are not abusing. It's not something like a window glitch or lander glitch where people have constantly abused it to get to high rounds. Also, welcome to CoDz I see you are pretty new here and know a quite lot about our site. Please post an introduction so we can properly greet you. Thank you for your support. When people see the large lunge distance like the video, they may think is that a glitch? Because the distance also surprised us. ^^;
  23. Thank you for your comments. I don't like glitches. So I always confirm it. For this situation, when we kill a zombie using a knife, we just noticed the lunge distance is large. We confirmed it and applied it to various scenes.
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