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ETEl2NAL407

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Everything posted by ETEl2NAL407

  1. I'm sure lots of ideas are floating around this forum and probably some are very similar to mine, but I haven't searched (shame on me), so here's my idea. I'd follow a storyline that Richtofen gained control of the zombies and began laying waste to the world, but the original characters fought back and ended up creating an army of survivors to combat Richtofen and his zombies. This is where the MMO aspect fits into the storyline as you'd play a character that you design who is simply living in this zombie-filled apocalyptic world. I'd seperate the original characters into factions for character choice, i.e. Do you want to join Nikolai's faction and receive bonuses for drinking perks/using potions and have a higher resistance to zombie infection? Or do you want to join Dempsey's faction and gain a bonus to your weapon skills/have easier access to gaining different weapons, etc.. I'd give the different factions "racial" trait bonuses like we see in RPGs. You would perform the normal RPG-esque "speak to this person, do this quest for them, gain experience/special items" stuff, but gameplay would be in the style of FPS. There would be "safe" zones around the world in which survivors inhabit and create villages so you can replenish ammo, purchase perk-a-colas (potions), guns, etc.. but there would also be combat areas or infested zones where ammo is few and far between and perk-a-colas don't exist for purchase. The zombie hordes would not be infinite, but they would still be numerous enough that your encounters in the combat zones could still fill you with that intense panic. Furthermore, how much more intense would it be to have traveled deep into a combat zone only to realize that you didn't bring enough ammo to finish the job and now must decide to either venture forward, hoping the end to your quest is near or that an ammo cache is around the corner, or try to escape out of the combat zone to sanctuary using your last rounds to fight your way out? The world would have a true sense of supply shortage in that ammo is scarce and the perk-a-colas that you stock up on would only last for a given amount of time, they'd be taken like health/magic potions and give you a slowly declining progress bar to indicate how much time you had before said perk expired. Of course, this would be directly tied to a trait that could be advanced with gaining levels, i.e. at Level 1, standard perks (players would have options to purchase more advanced perks that last longer for higher monetary values) last 5 minutes, at Level 20 standard perks last 15 minutes or longer if you decide to devote all your skill points to that trait. Other traits might include things like movement speed, dodge ability, base health/hit points, AI detection (stealth), weapon accuracy, melee strength, revive speed (only useful in co-op MMO) etc.. Perhaps you all have some ideas for more? In excess of the traits that you would assign points to with each level gain, I'd also include some extra bonuses every few levels or for achieving certain milestones, like killing your first 1,000 zombies or reaching level 5 without getting downed/infected. These achievements, which would be tied in with the PSN Trophies/XBL Achievements, would grant your character a permanent augmentation to use throughout the game like a weapon attachment (red dot/ACOG sight, grenade launcher, fore grip, etc..), permanent multipliers to ammo pickups, or extra quest unlocks. As for the MMO portion...Simple, really. The quests can be done with help either from higher level players or not. Experience would be split when enlisting help from other players, so it should only be used in dire circumstances, i.e. you ran out of ammo in the middle of a quest. Couldn't I just ask for player help and have them gift/trade me ammo? NO. Ammo, perk-a-colas, and acheivement bonuses would be untradeable. However, we could work in a crafting system and give players the ability to obtain a special weapon that would harvest 115 from zombies which they could then use to craft wonder weapons and trade. The part that would define the MMO, though, would be a Turned Arena. Say you go down on a quest and no one is there to revive you. Well, this is an RPG so you don't get a game over screen, instead you become a zombie and fall under Richtofen's control, but being the twisted sport that he is, he holds an arena for Zombie combat and victors can either advance in Zombie level or have their humanity restored, surrendering all ammo and perks. Zombie combat would be just hysteric melees on the low levels, but if a player decided to advance their Zombie level the combat would become much more interesting... It would eventually evolve from scratching with the trigger buttons (much like the Turned mode now) to performing fighting game-esque button combos to perform more intricate and detailed moves. If a player were to advance far enough in the Arena, movement speed and ultimate combos (like fatalities in MK-increasing in gore respectively with level) would be unlocked granting another achievement, permanent gains to their zombie level (so they can return to human form and retain their progress as a Zombie) and eventually the ability to leave the Arena and venture in and out of combat zones to flex your Zombie muscles and cause havoc on human players. This would fit into the storyline as Richtofen being so impressed with how you deal out death that he grants you Free Will. It would be almost like a whole other game while Turned and if a human player manages to put you down as a Zombie, you'd just respawn. Achievements would exist for high level Zombies who put down players as well as players who put down high level Zombies and Zombies could also claim ammo/perks from fallen humans and save these for a return to Human form. So, a human player financially challenged who needs to get some ammo/perks could use the Turned Arena to farm if they had skills enough to bring down some human players. That's the jist of my idea for an MMORPG Zombies. What does everyone think? Cool? Lame? Does this inspire some more ideas? What are they? Disclaimer: If you're Treyarch or another developer and really like this idea, I don't want money if you make it, but I do want a free copy and possibly a god mode code :)
  2. There is some sort of window, I suppose...Not sure how long it is because I threw my 2nd EMP quickly and immediately heard Richtofen tell me I had to reduce the factor at the same time, hinting that my timing was off, but as I stated I'm thinking it was because we were NOT at the Depot and Diner teleporters. The ultimate question here is what trumps this Easter Egg with 2 players? Is it the teleporter location, i.e. MUST be at depot and diner? Or is it the timing of the EMP toss? As suggested by what Richtofen stated to me after I failed...
  3. Exactly. I saw it on a Nokia phone as well, but I also saw it as a DOS game when I had a very old PC (circa '92) in which it was called, "Nibbles". It's a good strategy to use when playing BO:Z if you just think of the snake game and AVOID your tail. I watch good players do this well, using a "serpentine" route, like you'd see waiting in line for a roller coaster, to avoid their rape trains.
  4. I'm sure many have noticed, but if not maybe this will blow your mind. There is a "snake game" that's very simple. I believe it was introduced back in the 8-bit days (possibly before that) where you are a snake in a box and you must go left/right/up/down munching powerups that make your snake longer/faster. The object of such game is to avoid running into your own tail and continue to grab the powerups. If you take into consideration the "rape train" concept in BO:Z, it's quite easy to see that these games are just immensely glorified versions of the snake game. Anyone else ever seen the snake game I'm mentioning and also see the similarity? Or am I just cuckoo?
  5. Attempted Richtofen this weekend and failed. Of course it took us FOREVER to get two EMP from the box, but once we did we must have used the wrong teleporters/failed miserably at timing, not sure which. We did everything perfect up until Richtofen told us to "Reduce power by a factor of 4" We then used the teleporters closest to the corn field and tossed our EMP, can't say for my partner, but mine seemed to skid far past the teleporter, jumped in, turned around and flung the second, again mine skid far past, but there was no active teleporter on the other side. Must we use the telporters at Diner/Depot? Or is it more that we must be more accurate with timing/where the EMP lands?
  6. I was a bit disturbed today when I tried to play some local Tranzit. Made my way to the bank, but it was empty! Is there a difference between the local bank and the XBL bank? I had plenty in the XBL bank, but actually haven't really played local too much, so either A) It does charge interest because I only play on the weekends or There are two different bank account saves, one for local play and one for online play. Anyone have an idea about this?
  7. A general rule for all maps: Leave a zombie at the end of a round. Players need time to regroup, purchase perks, spin the mystery box, build items, make deposits, get ammo, PaP, etc..
  8. Ok, that's what I was afraid of. So, here's a good question then since I can't determine where I am... What kind of cornerstones should I attempt to gain a cue for which direction I'll progress in? Meaning, I remember building Nav Table, powering up the obelisk with the Jet Gun, building Element 115 by killing zombies. Of course I cannot remember if this was done with power on or off and I can't recall if the 115 was built up enough to cue the next voice. As I said, these players were not quite sure the differences between the EE's and admittedly neither did I at the time. Taking all this into consideration, what should I do to progress or at least gain a cue as how to progress? Should I lure avaogrado to the obelisk and kill him? Should I just drop turbines at the lamps?
  9. ETEl2NAL407

    EE Reset

    Does anyone know of a way to reset the EE? I have attempted the EE (both sides it seems) with not so hot players. Haven't achieved the ToB trophy, but with some players I come across the Nav card is built, others it isn't. So, it seems as though I've half completed some steps and I'm kinda lost as to what should happen next for either Maxis or Richtofen EE. Furthermore, it seems I can't hear voices anymore so I have no way to rely on that for direction... How do I reset the EE so I can start over from scratch?
  10. Hey fellow Z killers. I have fallen in love with the plethora of information on this forum. This is what I have been looking for since I began my love affair with COD Zombies, a compendium of knowledge and ideas related to Zombies. A little about me: I began playing in COD:BO 1 on PS3, but due to life had to lose my sytem just after the release of Shang-Ri-La. Recently (Black Friday 2012) I have purchased a Xbox 360 and COD:BO 2. Because of life and work, I am usually only able to devote time to this wonderful game on the weekends and at this moment am prepared to purchase the Season Pass later today and enjoy Die Rise. I reside on the east coast of the U.S. and am 28 years of age. I'm always looking for good teamates/friends on Xbox Live, so if you'd like to help me accomplish some Easter Eggs or trade strategies, just hit me up. My Xbox Live Gamertag is the same as my name here.(it's a lowercase L and the number 2 that makes the R to spell ETERNAL)
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