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83457

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Everything posted by 83457

  1. I used to get random. The first time that i tried watching where they go, i was Nero, and the first one that he set down was altar right, and it was Nero's worm that came from inventory. Doing the same things gave different results.
  2. And revives too. "Don't worry, i got you"...10 stealth zombies jump out of window and down me as i revive. And what's with just loading zombies in the map near you? I'm not stupid, i play on 19 sensitivity, i look, no zombies, look away, look back, and there are 8 zombies walking in the middle of junction. I can tell by the half-second that i looked away, compared to their slow amble, that they just appeared right there. They didn't climb out of windows or anything. Black Lace: they launch out of the ground, 10 feet in front of the 'window' stage right. Why make them cheat? Load them in their damn load zones! --------- I may be feeling a little bitter today. 3 games, 4 deaths, one death was legitimate. The last one, i died because i drank juggernog (I'm not joking, sadly). I really hate these February 360 patch glitches, the game is becoming unplayable. Yesterday, i stood in the alcove of the Canal Rift, the margwa teleported through the trap there, then slammed the column that supports the tram. I was like "why is he hitting that column over there?", and i died. Hadn't been hit in a minute or so (previous round), i had juggernogg, so even if it glitched and hit me i would have survived, but no, i was just instakilled by a margwa that didn't even hurt me. This is common since February. The margwas are game-ruinlingly glitched to the max. Sigh. Well, it's just situation normal...for a Treyarch game.
  3. Oddly, solo game, i was beast, opened black lace, then boogied over to the Subway and zapped w'sw. As i entered the Subway, i heard an apothicon saying, while still beast. That's new to me. I couldn't make it out. -------- Also, I've noticed this change: if i pick up every gateworm and then open pap, then set the gateworms down, counterclockwise starting with Floyd's, the each go into the correct altar for that player. Sometimes i get 4 sayings with this, sometimes they repeat. Whereas, if i put them one at a time into the altars, they never repeat phrases. But the change is the first part. How it always was, tested a ridiculous number of times: if i went to Floyd's worm spot and held x, it would always drop Jackie's worm. If i went to Jackie's first, it would drop Floyd's worm. That's why i began setting them one at a time to get the right worm in the right spot. But now, it automatically drops them in the correct order if i do this. Does it mean something? Who knows at this point?
  4. One old school thing that i really miss: the zombies came for you no matter where you went. No matter how far you ran, where ever you hid, you would see that zombie ambling (or running) after you until it got there. Now, he despawns and respawns next to you. That sucked when it was new and still ruins the feel, while adding unnecessary annoyance. It's one of those things that i figured they would eventually repair to the older, better, way. It felt scary back then, now it just feels stupid with the respawns.
  5. Thankfully, no Reborn Sword/Rift issue on 360. I go through Rifts with the autonomous sword flying free. -------- I hit 72 last night. First time in months that I've made it past 50 something without the zombies no longer pathing to me. Most 360 games end Treyarched. About 4 deaths were "I'll fall down dead now for no reason" which is a feature that was added in the February patches. Smh, ha. Edit: 60 in one life is my best '1 life' game. That feels better than 8 downs to 72.
  6. In 360land, most altars have nothing but candles. Jessica gets the 'potato quality' purple handcuffs, and J fn V gets this rather elaborate jar for SoE: Minecraft version. The plot thins.
  7. Pics: the purple handcuffs on the FL altar are always there now. They no longer appear when the hairpiece is placed (and the altar no longer changes). Picture in the t-virus thread; remember when yous pointed out that it was handcuffs? (I have a new phone, that pic isn't on this phone). RR altar with 'jar': altar top is red like worn paint. The jj purps (handcuffs) picture, the altar is tan only, no red on top.
  8. Place of interest. Since hearing of the alleged master pod, I've kept an eye on RR. That upstairs balcony seems rather odd. It's a dead end, but from it you can look up at the skysquid and there is a very tall building with something pointing up on it's roof. Very well aligned. Is it the jump scare? Probably nothing, but i wanted to bring it to attention.
  9. Interesting on the altars. I've never responded to your posts on this because 360 is completely different. No liquid on the altars. No skulls. Just some candles and canal has a jar of some kind. Currently, all except footlight are red-topped, like old barn paint (not dry blood, which is practically black). Footlight used to start red and then change to a tan-topped color, and the handcufs would appear, when you set down the hairpiece. Now it's always tan and the purple handcuffs are always there. No liquids, but that canal jar could be something.
  10. Team camps? Knowing the spawns and actions of the zombies, I'd like to post some possible team camps. Advice always welcome. Margwas need consideration. * = very feasible. ------------------------- *Ragdo11's Rift: as mentioned above, camp by the Rift in Waterfront. 1-2 on window, 1-3 face the CP switch. Rift for escape. CP for help. This is one of the best I've considered. ------------ CamPerk: With fuse area shut, camp Waterfront or Canal perk room. Bi directional fighting. *Canal offers easier escape with the $1000 barriers. Waterfront, stand by perk, fight both ways. Death trap. -------- Canal perk area: Fuse area open. 1 on window, 3 others cover the 2 paths, likely 2 on kn44 path, 1 on $1000 barrier path. -------- *Train/terminals. Obvious and effective. Easy escape. --------- Canal Devil-O camp. 2 watch arches. 1 watch out of map path, guy on stairs behind him. Margwa spawns there. ---------- *Ruby Rabbit: the drop off above the red circle. Easy escape. Or Death trap balcony: Go up and around until you get to the balcony or to the open area with the oriental rug. Either way, 2 face each direction. No easy escape. ----------- *Waterfront walkway: by $1000 barrier above the dual $1250 doors. 2 face each way, drop below if overrun or margwa (if no margwa, reset by Rago11's Rift above). Great view. ----------- The Anvil (Waterfront): camp along the side by Trip Mines. 2 stay low by TM wallbuy, 2 stay up top. Nearly a death trap, but lots of room to get backed up. Margwas are a pain. ------------ Nero's Landing: Top of steps by fire escape. 2 on window, 2 on steps. Or Under steps: 1 on window, 2 on window side facing altar, 1 by phone. Or Above start. 1 on window. 2 on steps facing down Easy Street, 1 watches towards Nero's altar. Death trap. ---------- *Footlight Walkway: Camp near $1000 barrier opening (zombies don't climb up there). 2 face each way. The skinny walkway makes for easy dispatching. Drop down for escape. ------------- *Waterfront or Footlight: back-open the district from tram. Camp by the junction door. Well known strategies. Edit: i finally tried canal and it works. If you back-open canal, you can team camp by the junction-canal door. 1 focused on the window by the beast fire, 3 watch the 2 arches (and window by arch). Leave the steps up. None climb out of the water below the junction-canal door. Use door for emergency escape. You can leave 2 of these 3 as camp spots in any game, so as one gets compromised, you can set up at another. Needs testing for best order. ------------- *Canal's Canal: camp by Rift. Zombies come from 3 directions, but you also have a trap. Long views, escape Rift. Nearby CP can be called. --------------- Remember; Turned is a camper's friend. Servant creates escape opportunities or saves the day. Same with lil arnie. Trip mines keep the flyers dead. W'sW always helps. Reborn sword should be alternated by each player so 1 is always active. Happy camping! ♤♡♢♧
  11. Maybe that's the purpose of the grapple...spawn the cocoon fliers. The flyers are weird. Half the time, the first one to pop from a margwa disappears on me. I like zapping them and leaving them glowing, and stabbing them with W'sW is funny: they fly without moving their wings. On color, i noticed that Turned is green solo, blue in mp zombies. Odd. Yesterday, in a rare nonsolo; My friend ran junction, i camped the Fancy Grind, and watching my T-zombies run across junction to decimate his train cracked me up./CSB. Edit: forgot ringing sound; i think the grapples do ring in BM. Also, the Rifts can be heard. If you heard it by the FL Devil-O cart, it may have been the rift below you.
  12. The red x reappears once the pap ritual is complete. So, Ragdo meant check for the missing x before that. I was on the same page, but I've tried so many things without a peep from the game. Maybe cocoons can only be seen in thermal, in noire mode... (caps self).
  13. It's weird on 360. Everything is fuscia.
  14. Not necessarily at all, but that way you can see as it happens. Otherwise, the x will still not be there when i do look (360). On 360, the last ritual part will also flash upper left as each worm is picked up. Example: I do Canal (badge) last. 4 rituals complete, worms on altars, pap ritual not started. As i pick up each worm, the thingy appears upper left which shows the worm getting picked up. The badge spot will flash with each pickup (unless maybe the canal worm is still on you?). So, if i grab worms one at a time, the badge slot, in inventory, and the temporary 'upper left thingy' will flash as i pick them up (the upper left display thingy won't appear as they are set down). It will do that same flash when you set the canal worm in the pap room, and each worm placed before/after it. Then, after flashing, it goes away each time, always leaving no X. I guess we can write that off of the t-virus list if you can't get it. Thanks for the effort.
  15. I'm on 360, it happens every game. Maybe it's fixed on nextgen? Note that Ragdoll plays nextgen, but on the original build, without updates. For me, it is always the last ritual completed. Including yesterday's game. During worm placement, with inventory open (back button 360, left of guide button), you should see the last ritual item flash and go away as you set the worm down, instead of getting a red x. It will stay missing until the altar part of the pap ritual is completed. If you don't see it, it must be patched now on nextgen. I get this no matter the order i do them in. No matter what order i set them down in. We've discussed this numerous times, i have no idea where the original would be or i'd point you at it.
  16. I tried quite a few options while holding the egg, as well as putting it back (when that was possible) and not taking the sword. No luck, but i won't rule it out, since I've been a proponent of that theory. It hasn't panned out so far, but maybe something has changed.
  17. The flames are still the same. But, while I've called them purple, they are technically blue, compared to the purple sphere that the margwa arrives in (and teleports in). The gateworm fire is fiery yellow at first, then blue when the pap is complete.
  18. Fyi, no funky puddles in 360. (Funky Puddles sounds like a 60's band or a modern rapper).
  19. Yes. I guess they just wanted both gens to work the same. (My phone typed 'dirk the sand', ha). It was weird that i put it back, yet still had it in inventory. All better now i guess.
  20. On 360, you would put the egg back. It would be in my inventory still, but it would physically be set back in the sword holder before I took the sword. So the sword would be gone from the holder, but the egg would be back in the holder. This just changed to match next gen, it seems, as I no longer replace the egg in the holder first.
  21. 360. If i put the egg back in the egg holder, it no longer actually goes back in. So, now both the sword and the egg are missing from the sword holder. Must be from the February update, but why? Yes, i typed this in the other thread by mistake.
  22. The aa upgrades are lovely. They actually didn't botch it. I am surprised. ---------- Here's an odd change; when i put the egg back in the sword holder, it doesn't actually go back now. It stays missing when you take the sword, so both the sword and egg are not there anymore. I assume this changed in the February update, but why?
  23. For me waw was the shit. BO1 annoyed me so much in that rounds 4-10 were really hard and then it was cake. BO2 made me happier (minority, i know), but they were too easy, with too much busywork. Despite the never ending glitch train and crap like the arbgwaoth debacle and charging for licky-d, i like SoE quite a bit. I like it because i can play this long, drawn out game with various weapon choices, or i can only open certain areas and have built in survival maps that put bo2 survival maps to shame. I don't understand why we can't have both. Give a couple story/busywork maps, and some simple survival maps. They failed at that so hard in bo2, that i don't think they want to try again, but they should. If they ditched the fire, ditched the random Nuketown perks, and didn't close nuketown into tiny sections, those survival maps would have been great. (I was looking forward to nuketown, i really thought it would be cool training around the houses...but It's one of my least favorite maps ever the way it came out). I think the issue is that Trollargh designs for them (pros at the game) and don't realise that 95% of the fan base isn't on that level. Make simple survival maps like Der Riese, SNN, town, farm, et cetera, but without annoyance. Even bus depot: just having an option to turn on perks (custom game) would have created massive replay value. The four regular perks in that tiny map means that i would be playing it right now.
  24. It's to keep you from doing if pap moved there, but also it seems there was a glitch with shooting an arrow up while standing in there and the arrow lasted several rounds or something. I just read it before, i don't have DE.
  25. I've got that with the knocked over lamp post, canals, behind the devil-o cart, out of map. I swear that lamp post just appeared in early February on 360. Ether it's always been there and I'm mad (quite believable), or it is part of the Arbgwaoth quest.
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