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Rissole25

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Everything posted by Rissole25

  1. I don't have Ghosts so I don't have much of a voice to say here. I think Extinction should have it's own forum. It's like a distant cousin to Zombies, that is starting to develop it's own story. I do think it and Ghosts should be moved under the Zombie's forums, beause we're a Zombie's forum. Creating it's own Teammate Finder, I think is a bit of a waste. I mean, we could add to the description of Teammate Finder that you can find Extinction games there. And/Or add a sticky topic about Extinction in TF.
  2. This is actually a very good point I haven't seen pointed out before, so nice job Nai. I would relate this more to the fact of Richtofen sending them back in time to try again like in Die Rise, and all the déjà-vu quotes they always have. He basically merges two timelines together temporarily (Our current timeline we play in, and one where they had the switches but died before continuing the egg). I guess this also creates a paradox, one where the switches have no true origins, and only end up on their bodies because they took it off their bodies, who took it off their bodies, etc. Ultimately it's Richtofen causing the paradox, but he wouldn't stop. So it's an endless cycle and repeat until they actually complete the egg I guess. So yeah, apart from being biased towards them, I really don't think Treyarch would introduce these characters, give them an incomplete backstory, only to abandon them. I really do believe they will be in the next game as our main characters again.
  3. I think she's the Takeo of the group, but I still love her haha. You're right though. With Marlton, we have the Nuketown Bunker, and he does give some interesting quotes about Wonder Weapons and while PaP'ing. Russman, we have Broken Arrow, his first (or last) name, and how he's like a father to Samuel. And Samuel has The Flesh, his relationship with Russman, the connection with Richtofen, and his conspiracy speech's. Misty, like you said, really has nothing. The only real information we get is those few quotes from TranZit about her parents and farm life. I don't remember any quotes regarding her in Die Rise, and in Buried, we see that she's the morale raiser, keeping everyone on focused and on the job. The only quote I recall in-game is one regarding The Rift, and she does generally sound sad about it. What they need to do is give them biographies in the next game, like the O4 in Shi No Numa. And also have more revealed about them from quotes, radios, small Easter Eggs, etc. That would really help Misty and the others.
  4. Thank you guys. I also completely agree with you both. Treyarch really dropped the ball with Turned. 2 maps is NOT enough. And it shouldn't have been as DLC either. Honestly it feels like it was slapped together at the last second, not really planned from the beginning or halfway through development even. I know they can do this though, because this idea borrows from Extinctions Perk System, where you choose your perks at the start. I feel like that anyone who dislikes Turned would want these improvements (especially the PP System), because it adds variety, depth and replayability in a faceless, bland and boring environment.
  5. Damn this is very nice work Boom. I didn't see this its description, so not sure if you know it, but Flopper Jr. causes explosions when you dolphin dive like normal. So that basically makes it a full version of PhD Flopper, except its not. Personally I would rename it Flopper Lite. Oh and there is also the Carpenter Metal Barriers one and the Bad Version of the Random Box.
  6. It would be awesome if you could make this happen. But if you can't, or it's to difficult or something, its all cool. Pinnaz's idea about rewriting the threads could work. However, when redoing someone else's thread (if they for some reason can't do it themselves), we should send there work in a PM so they can post it. The tricky part is when you get to someone who doesn't/can't post there work, as in they left CoDz, or are just inactive. Do you post it? If so, a big disclaimer would be needed saying this isn't your work, and that no brains should be given for it (as its not the posters work). But what if they return. Do they repost the reposted thread even if it has a lot of comments and feedback? Just one of those things to think about. Hopefully you can do this Craig, but don't hesitate to stop if its not worth it.
  7. First off, I'd like to say that I did enjoy Turned. There was just something gratifying about it. With that said, there was so much wasted potential here. What Failed? Reloading Speed Maps and the spawn locations Power-Ups Weapon loadout/cycle Points were used as score and nothing else Lag (not the modes problem, in any PvP environment, lag is your worse enemy) I feel that I've listed the main core problems, but if I've forgotten any or you feel like I should add more, let me know and I'll update this. Anyway, I feel like most, if not all, these problems can be tweaked and given the true potential Turned deserves. Improvement The Double P (or PP) System As you're playing Turned, you'll notice that you'll gain and lose points for certain things, but most certainly you'll see a gain of 150 points per kill as a Human or Zombie. These points accumilate, and you can get as high as 5000, 6000 by the end if you play you're cards right. These points important, but fairly useless as well. They determine who wins and who loses. Other than that, they are useless in gameplay. This is where the PP System comes in. It stands for Points and Perks (obviously I couldn't have PaP). What this does is that once you reach a certain amount of points, you automatically gain a perk, similar to the Specialist Strike Packages in Modern Warfare 3 and Ghosts. These perks will appear in the bottom left where they usually appear in normal Survival when buying a perk, but they'll be transparent, like they aren't on in TranZit. Now you can only have 4 perks, but you are allowed to choose your perks for the game. Each perk works mainly the same as there Survival counterparts with a few exceptions. Quick Revive will save you upon being hit by a zombie. You will be instantly respawn in another location, but still as a Human. You will lose Quick Revive however, and turn into a Zombie as usual next time. Juggernog is a special perk that only Zombies can have. It increases their health so that they are slightly harder and longer to kill. Speed Cola will speed up your reload time with weapons. Double Tap will double your weapons fire rate. It will not double your the damage though (essentially its the original Double Tap in WaW/BO1). PhD Flopper will increase Explosives damage, give you 1 C4 Bomb instead of Grenades, and cause an explosion when you flop from higher ground. Stamin-Up will make you move and run faster. Deadshot will auto aim at heads, making killing easier. It will also reduce recoil when hip-firing. Mule Kick will "add" another weapon into loadout, making it 7 guns instead of 6, and delaying you from getting to the weak M1911. It essentially keeps one weapon in the loadout after killing a zombie. So normally, it's Executioner, M1216, M27, Chicom CQB, KAP-40 and M1911. With this, you can choose one weapon to repeat, ie; Executioner, M1216, M1216, M27, Chicom CQB, KAP-40, M1911. This gives you extra killing power essentially. Tombstone will make the final and 6th weapon PaP'd. M&S, Boomhilda, and Krauss Refibrillator (Shooting knives are insta-kill) Who's Who will make a decoy appear (much like the Monkey Bomb). This decoy will disappear and not explode, but it does shoot. It is not an automatic appearance however, and must be activated (Tap Square/X/F, etc). Once activated, the perk will disappear. Electric Cherry will release electricity when reloading, causing Zombies to be paralyzed for a second or two. Vulture Aid will cause you to see the glow of Zombie eyes through objects. All these perks will be gained a different point thresholds, but is also like the old Multiplayer Perk system. 3 perks in 4 seperate groups, and you can only choose one perk from each group, not two or three from one group. Haven't thought of what would be in what group, but the higher tier perks would be together, lower tier together, etc. Just a reminder, they are permanent. They will be there whenever you appear in Human form (and Zombie form for Juggernog), so you won't lose them when you turn, they will be there if you kill the human. The exception is Who's Who and Quick Revive, as they disappear once used. Just remember, you can lose points as well. So if you just gained a perk at 2000, but end up at 1900, the perk will deactivate and go transparent (like some turned the power off or the Turbine broke), and you will not have it anymore unless you get the points back up. This can also be used to regain Who's Who and Quick Revive once used. Weapon Loadout During Turned, you will constantly change weapons with every kill, until you reach the last one. The M1911. The weapons (Executioner, M1216, M27, Chicom CQB and KAP-40) aren't the greatest. So I suggest you choose your weapons you cycle. This will make you feel in control of the mode at least. There are 6 stages, however I want to alter them slightly. 1st Gun: Shotgun 2nd Gun: SMG 3rd Gun: Assualt Rifle 4th Gun: LMG 5th Gun: Explosive Weapon 6th Gun: M1911, Mauser C96, Ballistic Knife (Knifing is insta-kill, but you have to be close to them, which means they can easily hit you, shooting knives are OHKO, but become that upon Tombstone PaP). Everyone would have a unique loadout than. Together, the PP System and Weapon Loadout would probably make up a Create-A-Class system for Turned essentially. Power-Ups The power-ups act the same as their Survival power-ups, and most are pretty good. However there a few that are fairly useless. The Blue Power-Ups are for both teams, but they are rarely seen. I would like to see them appear more (I have only seen a Nuke and x2, never a Max Ammo). The Zombie Double Points is also essentially useless, as you are constantly losing points, and only gain points when you kill a human, at which point you don't have the power-up status anymore because you're a human. I suppose it gives the Zombies more incentive and a chance a double points, but I still feel it is useless. Normal Max Ammo is a bit useless, however I could see it being used more if these ideas were implemented. 99% of the time, you will kill a zombie before you run out of ammo. But I could see it being used more on the 6th Gun. Should be more useful before that though. Perhaps start off with limited ammo instead of full ammo with each gun? Cymbal Monkey and "Chained" Cymbal Monkey are the exact same thing, except the Chained variant makes another Chained CM Power-Up appear where it explodes. Basically an endless supply of Monkey Bombs, so long as you aren't caught while priming it. It's useful, but it make the normal version useless essentially. Perhaps if the chained version became a Gersch Device I could see why they'd have another one. Perhaps a 10 second PaP power-up could appear rarely, PaP'ing all weapons for 10 seconds, in the form of the Bonfire ***** Power-Up. Maps Only two maps were made for Turned. Diner and Borough, and oddly enough, both would've made great small Survival maps. I think there needs to be more maps, of different layouts. They can't be to big (like Borough) or to small. The top two floors and also the bottom two floors in the Dragon Tower in Die Rise would've made good Turned maps. On the subject of more players, I'm don't think it would work. It seems good on paper and in concept, but the reality is, that if two people hold up in the Diner, and 6 Zombies rush in, you will definetly both die. With just 1 human and 3 zombies, there is a chance, small, but a chance you can come out victorious in that situation. And regarding Zombie speed, it is a bit unnatural they can run Bus fast (Same speed and animation when running after the Bus). But I'm not sure how you could make it work if they were the same speed as Survival Zombies. Anyway, they're just my suggestions on how I think Turned could be vastly improved.
  8. Exactly how I feel. When they got the negative reception in TranZit and probably Die Rise. They probably decided than to make Origins what it is now. I think they will return. I hate they did the Richtofen/Maxis split, because now they have to choose which side is canon, or an explanation that 115 did it. I did think of a scenario where both situations merge into one. On Richtofen's side, Richtofen didn't actually get rid of Maxis (much like he thought he did in Moon by "deleting" him), so while Richtofen is stuck in Samuel, Maxis takes over. On Maxis' side, Maxis decides to put Richtofen inside Samuel since he thinks the N4 are doomed, OR, Samuel eats a Richtofen zombie, therefore being transferred into Samuel. Either way, Maxis ends up in charge with Richtofen inside Samuel. I think that's the best of both worlds, and just the best we can make out of a situation like that. Or 115 just merged both timelines or whatever. Anyway, I think we will see the N4 again, and I hope we have expanded backstory on them, we get biographies like the Shi No Numa one's for the O4, that plots like The Flesh, Broken Arrow, Marlton in Nuketown, just all their pasts basically. It's unfair to give that chance to the O4 (well mostly to Richtofen), but not to the N4.
  9. So I plan get off my arse and start working on the next WaW trailer. I've already edited and completed all BO2 songs, so I just need to capture footage. I'm leaning on doing Buried, as I'm very happy with it. But what would guys want? TranZit/Carrion, Die Rise/WAFD, MOTD/WAWG or Buried/AR? Nuketown can be done after all of them.

    1. Stop Mocking Me0

      Stop Mocking Me0

      I think, now here me out, a somewhat more dark version of "radioactive" for nuketown, and for mob of the dead: My evil ways...

    2. Rissole25

      Rissole25

      There good suggestions haha, but the whole point is to replicate the WaW trailer styles that we saw with Shi No, Der Riese and Kino. So I've gotta use the music eggs.

    3. Mr. Jay

      Mr. Jay

      play with me play with me play with me play with me

  10. Those tree's in Shangri-La omg. Give's a whole new meaning to Paradise.
  11. I'm fine with whatever haha. Do all levels if you can, but for me, I wouldn't mind seeing Moon and Verruckt. Maybe also showcase some Wonder Weapons as chrome too, like the Thundergun and that.
  12. Whoa! It's like someone tipped of a buck load of melted silver, and it's just coating the area. Wow. But it looks amazing, reminds me of a WaW Campaign level. That chrome Ray Gun looks great as well! Picture size and quality is good. No need to mess with it :p
  13. I noticed they seemed to promote rushing through things quickly. Buried's LSAT PaP'd R1, and Die Rise's facing the dragon early, screamed using the bank. Even pre-bank Die Rise it was still achieveable. Now I don't mind these kind of achievements, but only when they're like Ascension's PaP before R8. It's not too early of a round, not too late of a round, but still challenging. That promotes maximising points, points distribution, and doing things you wouldn't normally do. We need more achievements like that, and Buried's Survive in the maze for a round past R20
  14. Damn that actually sounds fun haha. Maybe the spawn room with the stairs in the background. Or the bridge and waterfall even. If you could get in any other maps that would be cool. Otherwise it's all good :)
  15. ^Just pointing out, the Campaign and Zombies team are essentially the same. Employee's are constantly shifting between those teams AND multiplayer. There are those who worked on all maps, just one map, a N4 and non-N4 map, different builds (alpha, beta) and different departments. They probably just decided to keep N4 maps the same and non-N4 maps different. If they had the same game plan back in Black Ops, you would see "Five" and Call of the Dead different to the rest. Like MotD and Origins to the rest. I think Grief should stay, but definitely altered and tweaked. No Juggernog (unless its small-ish like Farm) Wonder Weapons (except both Ray's), and I guess no buildables. Faster paced as you said. Cell Block was great. Medium with small corridors, no Jug, Brutus. Quick and fun. Borough? Not so much. Jug, Paralyser and to a lesser extent Buildables, kept it going far to long. I would often be kicked out of it due to error at usually R24 (I believe to many entities on the map?). If it was on the other side of the mansion, in the maze, it would be 10x better. Turned, The concept was good, but definetly needed improvement. You should've gained perks after a certain threshold of points had been reached. 2000 for Speed Cola, 2500 for Stamin-Up, etc. Just thought up a great idea about implementing Extinction's create-a-class into Turned. Will do a write-up soon. EDIT: Oh wow, I must've missed the second page completely. This was more aimed at the last post on the 1st page. :/
  16. I felt like this was an advertisement for a B-Grade movie about you. No idea what the plot would be about. Rom-Com about a guy who's tired of acting like an adult, so he starts acting like a child but with all his adult stuff. Guns, Cars and Women. No hate. I would pay to see it haha.
  17. ACTUAL Custom Games. That means, setting the Round Start. Weapons in the box. Zombie Speed. Zombie Behaviour. Player Speed (like in MP) Toggle Boss Rounds (specific to each map) Power-Up Spawn Rate Toggle Power-Ups, Box, Perks (Magic option in Green Run Survival maps, but individually, not all at once.) Headshot Only Point Costs (Set them higher or lower) Which Perks to appear in the map (out of all perks, you choose which appear basically) Things like THAT is what Custom Games should be about. Private Matches like in Black Ops 1, that actually recorded your high round so that you could actually play with friends, score high rounds, and not hope that a random joins you in a Public Lobby. (What you said Fated basically)
  18. Ah thank you guys. But leave your brains to the real theorists and that. I was terrible this season haha.
  19. Obviously it was a coincidence, but I predicted the Maxis/Richtofen split. http://www.callofdutyzombies.com/forum/index.php/topic/142189-my-thoughts-for-after-moon/?p=1310425
  20. I was going to brains your comment but wasn't sure if it contradicted what you said haha But I completely agree.
  21. I think 150 brains was the prize. Divide by 10 and you get 15, which is the same equivalent for this forum. Not really fussed if we still keep that prize or give it a later date. Just remember, they were added as an extra incentive to go for UOTM. Some things I remember about the old system though. No brains could be given in Off-Topic. So you were rewarded for the right reasons I guess. You had to give brains to 4-5 others before giving brains to the same person again. It was changed to 2 due to annoyance. The trivia game could use some self moderating rules, otherwise it will just be 2 people taking turns very quickly. I suggest, there must be 4-5 different winners before you can try guessing and winning again.
  22. It's amazing.
  23. I think it might be because I haven't cleared my cache but yeah.
  24. I can't see the option to change to Mobile View, but maybe I'm blind. It's not there anymore.
  25. Delta are you uploading with the Full Forum? I'm trying on that but I don't think it worked (uploaded it and attached and all). But yeah, it still the same for me I believe.
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