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83457

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Everything posted by 83457

  1. On the topic of a standalone game of zombies: In waw, it was a little side game that got so popular that 1. Zombie maps were immediately considered and implemented in the dlc, and 2. The game was altered so you could play it without having to beat the campaign! They knew people wanted zombies to the point that they would rather not have to play through the actual games campaign just to get them. That's powerful. Bo1: zombies are a big part of the game. The cod mp was a dismal failure: i was a cod forum regular since waw. From the time bo launched, it had 1 ravenous fan on their official site, 3 people who said bo mp was decent, and the rest of us called it the worst cod since cod 3. A year after mw2 came out, lots of people on your friends list played it. By christmas of the year bo came out, the only people playing it were zombie players (obviously people played the mp, but it basically tanked for a cod game). Each dlc brought the zombie players together and generated little interest in the mp cod. The forums had also died for cod mp by that same time. I am a cod player and a zombie player. Zombies definitely carried that game for Treyarch. Bo2: both the mp and the zombies stepped up a little. This cod clearly got a much better reception and playtime. But the point is this: zombies are obviously important and arguably a much stronger product than the Treyarch cods have been. A standalone should be forthcoming unless in can't be unentangled from cod for some legal reason or another. In which case, well see it in cod in 1.25 years. My opinion based on facts and observation.
  2. Shi no numa 100+ in less than five hours... Obviously not the meh remakes from bo. Edit: realistically, i would suggest watching various videos on different maps. When you find something that you feel is within your skill level, or closer to it, try that out. Not everyone likes every strategy, out could pool them of.
  3. The best place for a 4 person camp is the flytrap hallway. It laughs at the catwalk stragedy (tragic strategy). So,in that case you would also open the Thompson side and leave both doors by the carbine closed. One guy on the back window, 3 on the hallway. Betties lining the area between. You have an escape door (with electric trap no less) if things go badly. Throw monkey bomb into spawn if in trouble or a player gets downed. Hold a window zombie between rounds.
  4. 83457

    Moon Hotfix

    Hmmm. I would love if they made the worst map playable. Check for: Fix the 2 person hacker glitches. Fix moonwalking cosmonaut. Fix teleporting cosmonaut. This is the game breaker for me.
  5. This. I doubt another m will ever be this hated by the community. I tried hard to enjoy it, but constant glitches/bugs make it intolerable (more glitchy then most Treyarch games, that's saying a lot). Impossible after a week to find any friends playing it, and i didn't blame them. Major fail, terrible end to zombies. But bo1 sucked in every way, so why not zombies too? Thankfully bo2 left on a better note. We are still dealing with Treyarch, so of course the game's a glitchy mess, but a huge step up from bo1's swan song. Nml: best feature of moon, imo. Low gravity: annoying gimmick. They had to try. They had to fail. Cosmonaut: awful plus extremely buggy. Excavators breeching: annoying fail. Hacker: constantly glitches out in 2 man games, which i play. Knife: annoyingly placed, extremely difficult to get at an appropriate time (points were too constrained in the early game, you would end up having no choice but to buy a gun that you should never buy if you couldn't get enough points for this). Map, without glitches and bad programming choices is easy. Annoyance added to make it harder. So bad. So very, very poorly done. Wow. That map sucked/sucks. A prime example of failure at its optimum.
  6. Since a week or so before Shi No Numa came out on waw. Zombies got me playing, but i played cod as well eventually. Best cod for me: mw2 Worst by far: bo1 (its claim to fame was keeping mw3 from being the worst cod). I have every one (even bo1, ugh-for zombies) from waw to bo2. I doubt that I'll get ghosts. Not enough interest in cod anymore. Would buy a zombies game if made. I probably peaked during mw2, simply because I'm getting too old (mid forties). But put in some work in bo2. Bo obviously sucked and mw3 wasn't a heck of a lot better, so i didn't play them as much as mw2 or bo2. Waw was decent, but a Treyarch game, with all of the issues that entails.
  7. It's one of my least liked maps. I think simply having jugger fall first for solo games instead of qr would have tripled the number of people playing this. "yea, the pap machine dropped on round 4, that's so...stupid". Without jugger first, they should have added the permaperks, so at least free jugger could be had. I did 23 solo and have no desire to ever try to beat that. Not with the annoyance factor ntz has.
  8. Off topic: I'm a magic: the gathering player. And being a rules guru back during 5th edition and earlier, i can say the game got much better under 6th edition rules (adding the stack, eliminating interrupt windows). Some things get better with age. On topic: i agree with tattoos point about the bank; 1. It just gets the tedious early stuff out of the way, 2. You don't have to use it. Recently i set up buried on round 1, then stood in the courthouse from 2-40 with no downs, i think i was routed 3 times were i had to actually walk around the map and back to position. But that isn't the only way to play. -- Now i love playing origins, don't miss the bank. But what buried had that origins lacked was time saving. I play solo usually. I have the first 3 steps to upgrading a staff done. Now i have to go to tcp, drop staff, just to head right back to the staff room, grab a staff, just to head back to tcp to begin upgrade. Holy tedium bat man. Because of my obsessiveness, i refused to let round 3 end until i got the last wind staff piece. In just over 2 hours Thor came through exactly twice, both times, the wrong foot. That's really bad design. The robots stepping on the zombies should not kill them, they should respawn. At first i thought: hey, the robot feet are a late game trap, but no, that strategy has proven to be crap, bringing us back to it being a bad idea, annoying, and tedious having your last zombie spawn in the footprint after you just tried so hard to keep him away from it. Omg, zombies really need to stop respawning every 50 or less feet. I opine that they should never respawn while they are alive unless you teleport elsewhere. It has always been bad since it was first noticed. Terrible idea and executed about as badly as they could. I literally trained up round 4 yesterday, and as i was shooting them, the further ones were respawning right behind me and hitting me. That's terrible design. Coupled with the fact that the zombies are so quiet on origins, you can't even hear them behind you. This is different from every other bo2 map. Terrible, just terrible. The zombies catch the tank as you get to where you need to jump off. That's terrible design. They tend to spawn and die in front of the tank. That's terrible design. I must mention just how buggy everything about the tank is: hang feet off of side and you're dragged backwards off of it? That's terrible design. Jump off of it to hit an invisible wall and fall along side if it, quite common. Does this make it challenging? Or is it mindless annoying tedium, punctuated with poorly executed programming? The latter... Not to mention that it's almost impossible to get yourself run over to the point you think that it's impossible, then it runs you over one day. The point is that i hope in the next installment, should there be one, bad programming and annoying tedium aren't confused for 'challenge' or 'fun'. I wish that origins had a tedium-free mode: staves are in the box, upgraded in pap, shield is built, costs 500, maxis drone is built, cost 1000. And you just play. Waw, you got guns, perks and fought zombies. In bo2 (which i am overall happy with, despite the negativity which was expressed in this post), it's so much busy work, coupled with easy maps, that high rounds are meaningless. I hit 35 and died in Tranzit. Every other map i have quit because it simply went on too long. Sometimes it's nice to just hit town, start on 20 and go to...um...town. Edit: i wanted to touch on this part that i feel is lacking. The melee in origins. It comes too late or didn't last long enough. I'll often get the 4 staves upgraded by 10, having them 1-hit through 15 is a little weak, but realistically, getting one upgraded by 7, isn't too bad for melee. But the brofists? All that work, usually not doable until mid teens (yes, you can get it by 10, but unlikely and frustrating, not rewarding). So, typically had by 14, it is good only until 18-19. That sucks. But you can upgrade it. Unless you play solo. Oh sure, it can be done with about the same ease as putting your elbow in your ear.
  9. What little I've garnered: I tried shooting the generators while they were powered down. Nothing. I shot the downed robot hand with lightning, and a gravestone that always loads later than others, with lightning. Nothing. Sekmet's vigor: i tried shooting my 'feet' to create a shield around myself which did not work. I shot a round 20+ zombie, it instantly died and (coincidentally?) Left an x2 behind. Maybe there is a greater chance of a drop from a zombie shoot this way? Needs more testing. Assuming that I'm not confusing something: normally the sv waits for you to hit x to reload it (no animation, the ammo simply moves from reserve to chamber). But last night i had electric cherry and after i fired, it would give me the electric effect, wait 1 second, then move ammo into the chamber on its own, i never needed to hit x. Note that, just like grenade launchers, you can hit left on the d-pad at any time to bring up sv, even with a different gun in hand. This is good to know in a pinch; while it does take a second or so to come up, you will get one good kill out of this. I did not have a chance to shoot the panzer soldat with this as he was always surrounded. /research notes.
  10. Free zombie blood with ice staff Seen in Matomasters video. The Twirp told me. Heard bits on codz. You need the ice staff. You will shoot 3 burning wagons, then run to the top of the dig site and you will find a zombie blood drop. Presumably this is to help find the orange mounds, to dig up an empty bottle to get another perk slot. Try to be quick, but i did it slowly, poorly and still made this route, so you shouldn't have too much trouble. You want to shoot each wagon squarely in the side and run away before you see the flames extinguish. Wagon 1: at the corner of the tank path and the path to g5/soul box side. Hop down tank path to Wagon 2: where you first enter nml, by the mp40 wagon and the steps up to the dig site. Head over those steps, stay right along the dig site (outside) to the foot print by the dig site, between g4 and g6. Wagon 3 is up between the path to g4 and the path towards g6. Continue clockwise around the dig site until you hit the next dig site entrance, go up, grab zb from one of the alcoves. Easter egg/hidden drop.
  11. I've got almost a third on you chopper, you young whipper snapper. Try this game with cataracts. Ha. On topic, i use the same set up if i have mk. I find the ray gun becomes a crawler maker too early for me to really consider it good. If i skip staves, run the crazy place, i usually just stick to 2 guns anyway, so i pass on the rg. The rg2 certainly headshots to high rounds...assuming it's in origins as i can't recall having it in any recent games.
  12. Less annoyance and mindless tedium in zombies please. Origins kind of gave you the option (which is nice): run around tediously building staves, getting brofists and asmb's, our just grab a gun and run the crazy place. But it really could have used a regular story mode (as is) and a quick mode: staves are in the box, shield is built, costs 500 points, maxis drone is built, costs 1000. And you just play. Look at the elevators in Die Rise: kills the replay value, they suck that much. Normal elevator had a call button. That would have been annoying enough, but no. For some reason, these elevators need a special key. I can't even play this map anymore due to their annoyance factor. Fog, in Tranzit: more pointless, mindless tedium with a slice of annoyance. Why? Buried is mad easy, but getting everything done on round 1 often equates a 30-60 minute round one. It seems like bo1 ended and trollarch said: Moon is overwhelmingly the most buggy, annoying map we've made. The overall experience of this map is bad. With few exceptions, it is hated for being so purposefully annoying. And then they ran with that, rather than run from that. Making everything tedious and annoying isn't challenging, it's tedious and annoying. Someone needs to tell Treyarch that. Edit: bad ideas implemented, things that sucked and should be undone; Zombies changing speed. Zombies respawning because you got 50 feet away (or at all). Running into a robot footprint, only to have the last zombie spawn as the foot comes down isn't a challenge, it's shitty programming. Clearly done on purpose. This is terrible. Rude the tank: no zombies can catch until you are at the point just before where you need to jump of to get a staff piece, now they can catch it and swarm you. Couple that with how bad the tank is programmed:sometimes can't jump off of it, if you hang your feet over the edge, you get dragged backwards of off the tank, and its more annoyance that's not a challenge, its tedium. And the last zombie 50' behind the tank just respawned in front it and the round started with you with no ammo, due to bad programming. Tranzit- running outside farm, most of my deaths come from 3 zombies spawning underfoot, lifting me up and making it almost impossible to kill them to escape. Not challenging, annoying and poor programming. Origins too: stop popping zombies less than 20 feet in front of you. In other words, i should never be stopped in my tracks while simultaneously being blinded by the dirt, so i don't even know that I've stopped. Bad programming, again. Seemingly purposefully done. Stop randomizing everything; both robot feet should always be lit. 1 or 2 round 2 zombies shouldn't take 2 to 3 times the damage of the rest of the round. Make all 'hold x' controls the same: some you can run up to holding x and it works as soon as you're in range, some don't. Then you hold x and nothing happens, release, rehold x, hope it works this time. Bombs should not spawn until round 10, earliest. Clearly they made a better game with bo2 than bo1 (both cod mp and zombies) but i still feel like they prefer being annoyed over having fun. If i had thought this out and posted, i would have better arguments and syntax, but I'm just ranting because i love the game and often hate the execution.
  13. Not pushing any particular theory, but; Russman says it's 'the rift', something specific. The entire earth is covered in rifts. Why say 'that's THE rift'? Russman sounds like he's American, not like he's from Angola. Couple that with time as well as space seem compromised: we have an 1880 ish American west town, transported through time and space to end up appearing in an underground cave with mine shafts. On one hand, the town appears to have materialized there, with parts of the buildings crushed or shoved aside where they meet solid rock. Yet, on the other hand, the mine shafts appear to be connected to the town: they have old signs in American English. Where you would expect the local rock to be African mines. So, the town appeared in the cave and brought some random mining tunnels with it or it appeared while people were living there who then decided, 'okay, we're here, let's just mine here'. Which is nonsense. I assume it's just a game without any critical reasoning. I think what I'm saying is that I've reasoned that the reasoning is unreasonable.
  14. I love your input chopper, because you're always getting further than me, and post intelligently aboutit.(hey, I'm old, what can i say?) To clarify on digs/perks for that guy not in the know: when you dig the orange piles, a bottle appears. It does not give you a perk when you grab it, but it increases the number of perks to greater than 4. So the first bottle dug up let's you buy a 5th perk, next 6th, et cetera. You can get 8 max this way (4 normally, plus 4 digs), then get the dt2 perk from spending 30 grand, for a grand total of 9 perks.
  15. Can someone tell me approximately where this burning wagon is? I've heard of it, but haven't searched on my own. Thanks. Edit: seen them in the video posted above. Thanks. And thanks Twirp, for the speedy reply and information.
  16. Zomies? Like zombie homies. Addictive, yes. I'm already obsessive, so i tend to stick with games after others interest has waned. I love figuring stuff out and posting it on codz too. Win win. This game, despite the addiction, is mellow enough that i fall asleep when its time, sometimes during a game... Unlike the cod mp, which makes me wired and addicted (for short periods that pass), then i don't sleep enough, nor well.
  17. That sounds fun. I wasn't a fan of the bo1 remakes, but i guess the ww wasn't as glitchy as it was in waw Der Riese... There, 1 hit deaths, with jugger are extremely common if you hold the wonder waffe, regardless of if you zapped yourself or not. In snn, running the fishing hut area works too. Past round 100 i still had no issue switching between the communications run and the fishing hut run. If you're real good, you can run a route at storage, but only on earlier rounds. The doctors quarters are a no go. (snn in waw was probably the easiest map ever for long games, even easier than buried, the bo1 remake could not be played the same).
  18. Buggy game is buggy. It was clearly in the map, but got a Ric laugh as if you threw it out of the map or in fire, which you didn't. It looks like it hit the edge of the curb and vanished. Even when they do work in bo2 (and don't magically vanish from inventory), they draw only a few if the nearest zombies to it. So if you don't throw it close to you, it is pointless anyway. I don't know how they screwed it up so badly in this game, but bugs and bad programming is their Trey-dmark. Not being mean, they earned their reputation.
  19. Sadly, buggy game is buggy. I have no answer for this. If it was 3 in a row, i would suggest restart everyone's xboxs, try again. If this was over several play sessions, it is a consistent bug, hopefully patched soon. Semi on-topic: jugger should drop first in solo, not qr. That would immediately triple the number of people who play this map.
  20. 83457

    Shovel Guide

    This is an animation glitch sometimes guns or drops appear but they are invisible or just not glowing. Ah, i see. Thanks for the info.
  21. If you get them and don't trade them off, can someone else get them from the box? In other words, once they are made by someone, are they in the box? Or can you only get them if you 'made' them the regular way (and then trade them off)?
  22. 83457

    Shovel Guide

    One time, i got the gold shovel, walked literally 2 feet, dug, got gold helmet. On drops: i have had a few instakill, a plethora of max ammos, bombs...so many bombs..., zombie blood, x2 rarely. Even about 10 'nothings' now: it makes like it's about to pop a zombie or ice staff part; a little puff, then pause....then nothing comes out.
  23. Lots of them in zombies... Recently: climbed over the tank under the church as Freya was coming through that area, i jumped of off the front of the tank (it wasn't moving), landed, walked about 2 feet in front of the steps there inside and everything went black like i was stepped on, revived myself (solo) and went on with an otherwise decent game. Such a buggy game overall (but we know that's Treyarch's trademark).
  24. (crazy betty sounds from kung pow). Headsplosion. Must keep this in mind... (btw, i don't know why i was adding an extra z, it's Spatz-447).
  25. Of course you could. That's the normal way this is just academic (a thought problem, albeit solvable). Just wondering if it's been done. You would never need to free the big guy... Edit: i may not have completely understood this the first read. If i do the perk trick twice, the free perks are used up, you must always drop a tb before killing the witches or the whole loop ends. Technically, killing them behind the house at all is unnecessary. One could go through the house while the other (2 person game, let's say) stays at town, babysits whatever witch comes to them. The first play trains the witch back to town, drop tb, kill witches, get perk, and then starts to loop max ammos. The witches would have to wait until another tb was in hand. The idea is to not purchase any perk from its machine. It's a challenge albeit it a fairly easy one. Normally, solo, one can use tb to obtain 2 free perks (after buying 4) from the witches, then pap the bk and head back for that 7th. This is different as no perks are purchased, all must be witch-granted. Leaving the bk/dart board trick out of the equation as well.
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