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ETEl2NAL407

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Everything posted by ETEl2NAL407

  1. Interesting question... Now, I don't mean favorite as in, "it has a nice color" or "it's made of oak". No. What I mean is, which one do you never hesitate to buy? We should all know the strategy of making someone else spend points to open that next door, but I know there are a few doors out there that I must have open and do so as soon as I can. If you're like me and have a few choices, let's try to narrow them down to 2 at the most and judge them based on which one is most benefitial, what has the best reward on the either side, which is the most strategically safe to have open, etc.. Or Maybe your favorite is your favorite because it stays closed? If that's the case tell us why. Mine would be the Juggernog door on Green Run/Town. There's no other way to get jug and it's quite a cheap door. AND The Double Doors in the sweatshop of Great Leap Forward. With those double doors closed that lead to the back side of the **** please report this topic, post **** area, that long hallway makes for a great camping spot.
  2. BO:1 2:00AM EST, I'm jonesin for good 2, 3, or 4 players games. XBL, please help us, the mechanism must be destroyed.

    1. InfestLithium

      InfestLithium

      So...uh, are we talking today as of the 24th?

  3. This is the closest anyone has come to actually explaining this properly. Here's where I think you're wrong. The O4 always meet up, the turn happens in game. Whether or not you free Samantha. If you don't, the cycle begins after that, but the O3's memories are wiped no doubt and RIchtofen reinserts Maxis into his body so Samantha can be born naturally. Maybe Richtofen even selectively erases portions of Maxis' memory too. Brains to you Shooter. Great job.
  4. I always get kills with the Tomahawk as soon as I get it on the island. Usually takes me 1-2 rounds until I hear the first sound. Then I don't think about going to the bridge until after 10. Take note of how many kills you have when you first get to the bridge, as you approach 30 kills ~20-25, start listening closely every time you make a Tomahawk kill and you'll catch the audio byte. I usually kill off all but one more Z on the bridge at that point before heading back, for good measure, and for easier navigation once back on the island. These guys are all pretty correct. Need to be past round 10 for the second noise and on the bridge. Also, I believe firing normal rounds resets the bridge part, wherein if someone were to fire on the bridge, they will NOT hear the second sound until they leave and come back to the bridge.
  5. The L45-3R. Parts: 4x Irrodescent Prism Shard (scattered throughout the map, hard to find because they're clear but with a prism effect if the lights hits them just right) 1x Powered Crystal (will be easy to find, on a pedestal in starting room) 1x Buttons (hidden inside paintings around map, look like coins) 1x Wires (In PaP room) How it works: You do not ADS. Instead the weapon is held by the hip, it's heavy so you move like you would with the Paralyzer. If you press the trigger to ADS, the large rectangular prismatic colored glass will emit a green beam of lasers that spread out like a cone with the tip at the weapon's end. As the beams hit reflective surfaces, like tile floor, glass windows, mirrors, etc, the beams multiply. These beams do no damage and are just marker beams. When you fire with the weapon, you must have the ADS trigger held down. At that time, and as long as you hold the fire trigger, the weapon changes the beam color to red and will disintegrate anything in its path. Very effective if you maximize the number of beams by aiming at reflective surfaces. Ammunition: At times you will be compelled to overuse such a beautiful killing device, but the Crystal cannot handle such abuse for long and it will overheat. When you hold the fire trigger too long, over 7.5 seconds, the gun will shake violently and turn bright red, too hot for the player to operate. You will be unable to use the L45-3R during this time. After 20 seconds of holding the weapon without using it, it will cool off and return to normal functionality. Note: If you switch weapons the cool-down will restart, just as a reload animation does.
  6. Please stop confusing glitches with EE triggers. It's annoying and all the regular members here have put up with it a lot. I, personally don't like to waste time on it because it's futile, but I have seen other members take people like you seriously before and actually disprove them the long, agonizing, difficult way. And do you know how those people responded? By saying this website was a sham and everyone here sucks. Don't be that guy. Give it up. Don't get me wrong, you can take pictures and videos of all these glitches you find and share them until your heart's content, but these are not undiscovered easter eggs steps or secret anything. They're JUST glitches.
  7. Great analogy, EJ. That's exactly what this boils down to: Communication. As EJ states the blinker is a form of communication, saying, "I intend on merging." In zombies, this could be done through the mic, i.e "I need to grab Mule Kick, coming in your room." Of course, had there been a mic in your situation, Jay, disaster and frustration could have been avoided or at the very least lessened. This is why I only play in random lobbies when all participants have a mic. In those rare instances where I'm trollarched into a match with no mics, I sternly announce my intentions for the map and look for visual confirmation from the other players. I will speak and get in their face, sometimes in between them and their window and say something like, "Knife at me if you agree and understand." If I get no response, I leave. If they agree and then later betray me, I grief them, then leave. So many times, I've gone down and bled out due to someone being a douche and not respecting my PP. Those matches I make fun by exacting my revenge on their face. In your case, I would have spammed the trap until I caught the bastard, dispatched his train, then teabagged him.
  8. That was my initial reaction too. This was how the Aether seemed to Samantha from her perception. In game we just have a demonic sinister announcer playing games, but in her eyes, it's fun way to pass the time. I'm reminded of the ending scene from MIB. They pan out of our solar system, continue out of our galaxy, keep panning to encompass the known universe, and then pan out even further to show a marble. Then some alien form grabs the marble (and several others) and rolls them like a toy. So, our universe is just a marble that some alien is playing with? Comparing that to the ending cutscene gives a good frame of reference for deification. The more powerful a being is, is really all relative to perception. Another example would be ants. Imagine the world from an ant's perspective. When you step on one, they're not angry you did that. They're just obliterated by some massive thing because they don't know about your will to smash them, they cannot perceive it. At the same time, you're not concerned with causing their mass destruction, you're just walking. However, I would rather believe this situation untrue. I'd prefer this to be the "cop out" theory EJ loathes. Why? Because it wipes the slate clean and allows Treyarch to really sink their teeth into something new. We can't just ignore the fact that Treyarch never meant for the game to meet with such success and thus had to scamble to put this story together. If you made up a story and we're doing it just to flex your story-telling skills, but then everyone loved it and demanded more, it would not be an easy thing for you to continue the story without some kind of plot hole somewhere. This is ultimately what happened to Zombies, IMO. So, now they can start over and think out the story ahead of time. This will make the releases much more fluid and the dots will connect together well. Instead of trying to jam the puzzle pieces together or whittle down the edges to make them fit, instead they will just fit without much effort. That is what I want to see, thus the reason I would prefer for all of it to have just been a game.
  9. Since we're hypothetically upping the ante, so to speak, with systems. Let's do something ground-breaking. Players will start the game close to where BO II left off. Cinematic begins with Sam and Eddie leaving the basement after speaking with Maxis. Both children go to bed and players are transported with the children into a dream world. This first map is not really a map at all, it's just a starting room with endless spawns that shifts with each kill and it shifts to become every starting room we've ever seen, beginning with Nacht, on down the line. Everytime a Zombie is killed, the image becomes all liquidy and melting and then morphs into the next starting room, but while it's morphing players still have control. This is meant to signify a dream world, the children are dreaming about their 'game'. This first map will be the initial map for all players when they enter Zombies mode and it must be played Solo. Players will be able to switch weapons normally, but when they switch will have a random weapon. So, I might begin with the M1911, but as soon as I switch I might pull out the M16. Switch again and I might have the Olympia, and so on. No player quotes will be heard, no announcer quotes will be heard, no power-ups will drop. If the player is killed prior to completing the cycle of starting rooms, the game launches normally and gives players a choice for the rest of their game that will alter the quotes they hear in-game, the EE steps, the WW's they can have, and the perk machines they'll see. If the player makes it all the way to the last starting room (Origins), the screen will solidify, there will be a sizable wave to defeat, and afterwards the player will make their choice, but also be able to change it anytime before any match. The choice will be "Break the Cycle" or "Begin Anew." If they choose Break the Cycle, it's meant to signify that the ending to Origins was Samantha breaking the cycle and she will become a playable character, along with Eddy and others TBD. If they choose Begin Anew, it's meant to signify that the Origins ending was all a game and the game can load without Samantha or Eddy, or anyone else from the previous games and a new storyline will start. Basically, I think it's within the system to do something like this. Give the players a choice as to how they want the story to continue and make it matter. Make each choice have a different set of WW's, a different set of perks and/or different spawns for them. As for differences in Co-op Zombies, simple, only match players that made the same choices. In case someone wants to change their choice but didn't complete the initial dream map, Treyarch could either charge a small fee to 'Reset' the choice and the player could re-do the initial dream sequence, or there could be an EE in a later DLC that would allow a player to change their choice. I base this idea off the idea they started in BO II, but IMO didn't execute properly. That was the choice to follow Maxis or Richtofen for the individual EE's. Let's build on that, but make it affect more than just textures and quotes, make the choice affect the player's storyline and all story-related items. Replayability would be ultimately high, there'd be so much to discuss and EE's in other maps would be so much more complex now with 2 different stories and varying steps to consider. Now that there are some better systems out there, why not do something ground-breaking like this? It could ultimately model tons of future games, if done correctly. Choose your own adventure style. I also want more RPG-esque skill building included. Instead of just assigning a rank and recording stats, why not reward players with increased accuracy, speed, health, etc.. in the form of skill points they can distribute where they want?
  10. Trying to Tramplesteam from Buddha Room, back towards the AN-94 to revive someone...Hahaha, yeah right. Warden's Office. Don't ever linger there. It's deceptively survivable-looking, but it's a death trap, IMO. The back door from the Stage of KDT and all that leading to the Alley. Let's just leave that door closed. ALWAYS. Nearly everything else has been covered, although as a general rule I'd say once players settle in and the game goes past R20...Leaving your zone to revive another is a low percentage play.
  11. That makes sense. I was thinking more along the lines that certain storyline aspects were Treyarch's and Treyarch's alone, such as the Richtofen/Maxis dynamic and that's why we're seeing new characters and new zombie models, but what you propose makes much more sense and leaves the door open for Treyarch to do more with AV. I still feel Origins was completely out of place and almost seemed rushed and squeezed in, perhaps after some legalities about another title with the Zombies mode deemed that impossible for Treyarch, but who knows...Maybe this is just a Chinese thing and has no relevance on what other markets will see in the future for CoD Zombies.
  12. So, that gameplay video you posted, Lenne, is definitely a futuristic NDU. I have so many questions and no one will have answers, I bet. At this point I can only assume... I'm assuming Treyarch has sold and/or couldn't retain certain rights to the Zombies mode and Activision has complete control now. Perhaps Treyarch managed to keep something to themselves (evident by the fact that these aren't actually zombies), but ultimately I think this solidifies my thoughts that we won't see Treyarch in anymore CoD games. If Treyarch managed to keep rights to something, hopefully they'll launch a title of their own, but this CoD Online and this 'Dead Rising' mode just leads me to believe Activision is holiding the zombie reins now. Who knows? Maybe Tencent is a Chinese affiliate of Treyarch? Here's who Tencent is... A Chinese online gaming service, similar to Steam. Which makes me think they're only responsible for the online portion and the gameplay is strictly Activision. More reason to doubt AV and Treyarch are ever going to work again... :cry: Whether or not this gets released for other countries, I'm worried about what this means big picture-wise for Treyarch and zombies. Kinda makes me suspect Origins was a last ditch attempt to please fans with an quasi-ending.
  13. A few months ago, my job's order numbers were starting with 115. There's like 10 other digits after that, but it made me chuckle everytime I put a new order in. Eventually the orders finally clicked over so that the first 3 digits were 116 and when I put an order in that day, I shed a tear...
  14. Most Difficult: [*:2n96ar1e]Nuketown[*:2n96ar1e]Mob of the Dead[*:2n96ar1e]Origins[*:2n96ar1e]Die Rise[*:2n96ar1e]TranZit[*:2n96ar1e]Buried Most Fun: [*:2n96ar1e]Buried[*:2n96ar1e]Origins[*:2n96ar1e]TranZit[*:2n96ar1e]Mob of the Dead[*:2n96ar1e]Die Rise[*:2n96ar1e]Nuketown Best Atmosphere: [*:2n96ar1e]Mob of the Dead[*:2n96ar1e]Buried[*:2n96ar1e]Origins[*:2n96ar1e]Nuketown[*:2n96ar1e]Die Rise[*:2n96ar1e]TranZit Best Layout: [*:2n96ar1e]Buried[*:2n96ar1e]TranZit[*:2n96ar1e]Nuketown[*:2n96ar1e]Die Rise[*:2n96ar1e]Origins[*:2n96ar1e]Mob of the Dead To me, Atmosphere is about the feel of the map and the aesthetic mood, whereas Layout is about the functionality and gameplay as it relates to navigating the map.
  15. That does make sense, Shooter. Another million brains for that "summary". Maybe I could offer a bit more to the Richtofen/Eddie ocurrence. We know that Richotfen inhabited Sam's body, therefore he acquired youth. When Sam was freed from Agartha, Richtofen came with her. She simply separated herself and basically created a fraternal twin with Richtofen's mind securely fastened inside the other body. This could explain Eddie and why he exhbits mental characteristics of Richtofen (blue eyes), but also, the 1918 Richtofen would have vanished because as the O3 were placed back into their 1942 bodies basically with brand new minds, Richtofen would not have that as a possibility since his future timeline ended with him in Sam's body. The 1942 Richtofen, spawned from the 1918 Richtofen, would have simply vanished, which is exactly what ended up happening to him anyways. This is why the new vessel for Richtofen's mind (Eddie, the Sam twin) still has some characteristics of Richtofen, but hasn't truly experienced the path of Richtofen post-1918. This could very well work... I want to take this time to set the record straight about my thoughts recently. I am in no way upset about the cutscene, as it's been brought to my attention that many think I am, but I have been vehemently defending it because that theory had very few damning holes. I want to poke holes in theories brought up by other users when I feel it's necessary because without someone to condemn your thoughts, you won't have different ones. So, it's not that I am upset with the story or with any of you, I just want us to get this right and that has meant that I have to take the unsavory position of denying everything until it fits together better. So far, Shooter's last comment has been the only one I've seen that was close to nailing this. There are still some unanswered questions about Maxis and his physical self vs. the mechanical drone we last saw him inhabit, but Grill has actually discovered that he was speaking through electronics in the cutscene, so it's very possible he has not been reanimated into a body and those questions are answered as a result. I've born the brunt of many users' feelings over the last couple weeks and it was disconcerting, but my ultimate hope is that we all unite to figure this out entirely, thus the reasoning behind me seeming to condemn every theory offered so far. Discovery doesn't happen without a disbeliever to make the theorists work harder. I've taken that role recently and though it has upset some of you, I can't abandon it. Thanks Shooter for explaning this clearly and to the everyone else, though you may have had the same thoughts, unfortunately they were lost to me in trasnmission. It's becoming a bit clearer now, though.
  16. I think taking as fact that this tweet is related to the specific issue at hand is stretching a bit too far. The quote by Eddie is this "You're getting everything wrong. Their eyes should be blue." He states shortly after that "...Girls don't know enough about zombies." He doesn't know more about the story than what Samantha has told him, so he can't be stating that what she's saying isn't factual, instead his disagreeable statements are illustrating that he would perceive the game/story to go a different way. He's just generally speaking. If you were to replace zombies with cars, it makes more sense. Imagine Samantha tells the story of the pixar film, "Cars", but Eddie would tell the story of the film, "Fast and Furious". Both are about cars, but one is a bit more fantastical than the other and seems more feminine. That's really all his statements are saying... "You're a girl, you don't know about zombies and warfare, you know about barbies and gossip."
  17. I disagree with the underlined statements. Why? Because it seems that you believe Origins is an isolated event and this is the only thing that was imagined. You're close to understanding the truth, but have you forgotten the dialogue of the cutscene between Samantha and Eddie? Eddie alludes to all the elements we've seen in the other maps. If Origins is isolated, how did Eddie "predict" those elements in other maps? The Tranzit bus is a toy, the N4 are toys, a zombie from MotD and Buried are there. In a literary sense they're foreshadowing with this cutscene, but we've already seen what they're foreshadowing, thus they are instead explaning where those maps came from and in this case, Eddie's Turn. If the bulk of BO:2 maps are confirmed to be imagined by Eddie and we can surely know that Origins was imagined by Samantha, doesn't it make better sense to include it ALL as imagination? After all, how could some maps be real and others be imagined?
  18. Here's what I agree with: Samantha being present, in any form, during the timeframe for Origins is a paradox. No matter how you try to rationalize that fact, she was not yet in existence at that time, therefore she could not be present even in a metaphysical sense. If she is travelling through time, but has no physical body to inhabit and can only influence events through "speaking" (how can someone speak without a physical mechanism capable of transmitting sound waves, i.e. vocal chords, synthesized oscillator?) any action she influences would result in a paradox because the natural flow of time would be disrupted, thus the very set of events that led to her existence naturally may never have ocurred. If she never came into existence by actions of her own, the actions she took to do such would be rendered impossible. Any time people have meddled in past events that affect their present or future in some way, the irony (not known to them as they're acting) is that their actions actually work to ensure their existence and don't change anything, but instead make the inevitable true. Samantha being released from Agartha in 1918 is a paradox because she would have nowhere to exist once released. This does not necessarily mean it didn't happen because she could have been released into non-existence or, in other words, the act of releasing her effectively killed her. This is a bit like the end of the film 'Looper' in which a man is sent back in time to be killed by his former self, but his former self fails. The older version of this man hunts down a child, thinking this child's death will change the course of his personal history. The younger version of the man intervenes as he sees that the act of his older self hunting this child is what caused the child to affect his history negatively. The solution which the younger man uncovers is to kill himself so that his older self ceases to exist and the act which caused the child to affect things negatively doesn't ocurr. In an example like this, freeing Samantha could have ocurred and the act of freeing her kills her, but there is one huge problem with this being the fact: The cutscene that follows. In the cutscene she is not dead, but alive and enjoying a game with a friend of hers. So, if she could not have been freed at Origins through reality due to the MANY paradoxes such an act would create, the only plausible explanation that remains is that she was imagining Origins. Some would argue that Origins was the ONLY map she was imagining, but if it weren't for the dialogue between her and Eddie in the cutscene, I would agree with them. However, Eddie is promised to "have a turn" at the game they're sharing and he alludes to gameplay elements that we have actually seen, suggesting that this child's game encompasses more than just Origins. If we follow that explanation, it's simple to arrive at the conclusion the entirety of Black Ops Zombies was all a game between two children. No paradoxes, no further explanation needed, clean, neat, case closed. The real story is just beginning and that's what is happening in the background of these childrens' world. Sirens? Locking of windows? A plan from her Father? Making everything OK? We need to stop trying to tie this cutscene back to things which have already ocurred because they never actually ocurred.
  19. This from the same brain that had no idea Samantha was his daughter? Alluva sudden he absolutely believes her and understands the paradox inherit with freeing her from Agartha at this time when she hasn't even been conceived yet? If that's the case, Treyarch hasn't solved anything, they've just completely wrecked it all and it is a crap story that way, whereas if everything was in her imagination, it's beautiful and airtight. I suppose the question becomes, can the minds at Treyarch truly handle this story? EDIT: Yes I have completed the EE, and please don't avoid my specific questions.
  20. This just creates a paradox. You're basically saying that once Sam was sent to the Moon via MDT, she became omnipresent and decided to go back to the "Origin" and influence the O4+Maxis into freeing her from Agartha, then once that was done, she was transported back in time to a time prior to her being transported into Agartha via the MDT and that Richtofen also came back with her as a child? But, if she was successful, she was never transported in the first place, thus she would have no way nor reason to influence people in the past to free her since she was never imprisoned. Also, how did Richtofen magically be transported as well? Paradoxes abound whenever any other theory besides the "entirety of our story is a game between two children" theory is entertained.
  21. This is only your opinion and honestly, a very arrogant one. The hidden story within Zombies is what it's truly all about and yes because of how cryptic this story was, it demanded theorizing, but to say fans that don't theorize or stop are not deserving of being fans is such an elitist and snobby attitude, it really makes me sick. It's the same type of thinking as a billionaire who condescends to someone as being less than them because they don't drive a maserati or because they don't eat caviar. Tastes are different from individual to individual. Just because I have different tastes than you does not at all make one of us better or worse than the other, it purely makes us different.
  22. This tweet doesn't necessarily have to be about Zombies... Then again, I wouldn't put it past Treyarch to backpedal on this ending because of the initial reactions. I was probably one of the only people that were sublime when I saw this ending because it meant to me, "Now I don't have to worry about the holes in the story that make it seem like it was all thrown together and made up as it went along." Most people had the reaction that this ending was a slap in their face due to all the theorizing and compiling they've done. I can understand that feeling, but ultimately this is Treyarchs story and I think they made a great choice in ending it this way to wipe the slate clean and explain all the holes (basically blame it Samantha's imagination). Now they can make an airtight story from this point. This is why I was so happy about the ending and also why I think trying to explain things further is futile. I just want this to be the ending, but again, I wouldn't put it past Treyarch to scrap this ending because of the feedback they're receiving...*sigh*
  23. Disconnect the flash drive. If it works, yes, it's the drive. Could have malware on the drive hijacking the internet...
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