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Stop Mocking Me0

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Everything posted by Stop Mocking Me0

  1. Simple, you're placed in, for example a mansion. You go around with frags, weapons, and your tactical is always a soul-plex manipulator. Throwing it down is the equivalent of a ghostbusters trap device. It will take down any one thing, but the boss, and you only get two! Frags and weapons don't help you much with the ghosts, but with the demons, possessors, and witches they're super helpful. You are always carrying three weapons, a pistol armed with silver bullets, a regular traceable weapon, and a suction pack which is a re-designed jet gun that doesn't overheat as fast or explode AND is more compact/lighter then the jet gun. The ghosts will hide in objects that will need to be destroyed. There are three types of ghosts: Fatts, chanze, and weepers. Fatts will attempt to stop you by spitting exto-plasm everywhere, HIGHLY toxic. Chanze will bind you to the floor making it impossible to move but possible to turn how you wish. Weepers are the most annoying, as they're only obtainable when you're flash light is not shown on them. Demons are more deadly and fill the area: Red demons run at you like denizens, only they just slap you in the knees a lot. Blue demons will fire arrows at you, doing minimal damage, but rarely let you get up close. Green demons are large tanks that will carve at you on sight, they have a large amount of health, but are fairly slow when not charging, and when they hit a wall they are stunned. Hairy demons require that they be shot by your silver-bullet pistol. You can't suck up demons but you can shoot/kill them. Witches are a bit odd. To "kill" a witch you either need to melt them, vaporize them, or burn them. To melt them you just need to get them wet somehow, Once wet they become possible to suck up. One can also vaporize them by getting them to step into a bright light, or flash. The dust then becomes possible to suck up. The most efficient way is burning them however, and the hardest. Witches will die completely once on fire. No suction required. Alternatively you can shoot a witch, but it will just appear somewhere else on the map. Possessors are deadly depending on their location. Whatever item they possess, will become their host, you will need to shoot that to destroy it, and depending on the object you can do it in one shot or fifty. Weapon type is also needed here: Suits of armor are resistant to shotguns but tiny SMG bullets and shock charges destroy them. Slime blobs can't be killed by SMGs but shotguns and explosives do fantastic damage. Poltergeist are the last type of enemy, and the most fun, they act like automatic traps that can be used to kill you or help you with enemies behind you. You can't really effect them however. Unlike other games, there are no points here, instead the currency is time, your goal is to clear the map in the quickest manor (lol) as possible. you clear the map by locating and killing all the ghosts, demon spawners, and witches. Demon spawners can be stopped by drawing chalk on the red circular symbol. And a ghost counter tells you of how many ghosts are left to find. It's also important one checks the rooms for keys, as they are constantly needed to proceed. Keys spawn randomly and sometimes you will open a room without a key, in which case you can use a lock pick (Hold X to lock pick) to unlock a door it doesn't cost anything but takes time. In co-op your friends must guard you while you lock pick. Your D-pad does a few things: -Up: Flashlight control, turning it on can stun some ghost, alert them to you position, and help you find things, turning it off makes it possible to capture weepers, allows one to see hidden passages, and can draw ghosts out of their hiding spots. -Left: Customisable: You get one of four things depending on your character (chosen before the map starts) -Crowbar: Increased melee damage and lock picking. Washer/hose: Allows one to shoot water, cleaning off ectoplasm and stunning witches. Exto-scope: Allows one to find the housing of ghosts easier. Weapons case, allows one to cycle weapon attachments for their chosen gun. -Right: brace, this is a cool little feature that actually helps one from being scared, when a jumpscare appears your character will jump out of their pants and drop their weapon, taking time to pick it back up, but if they are holding brace at the time they aren't scared. Brace also slows down the character, and steadies weapons. -Down: Drug: Each player has a panic meter, the lower the meter the higher the chance of hallucinations, more damage is taken, and you're scared easier. By taking shots your panic meter goes up. It also goes up when sitting in light areas. Power: Once you've found the power switch, not much happens other then some lights, secret passages, and environmental things start to happen. There are no perks to buy so.. Yeah. Bosses: After clearing all the ghost and things there's normally a boss too. The boss differs between maps, but all bosses upon entering the map cause one's panic meter to drop to zero. Get that up before he gets to you, then once he's there he can summon ghosts, demons, witches and possessors to attack you. You can not suck up a boss or anything like that, you must perform a ritual with five candles, which spawn around the map after the boss, then lure him in and he'll die completing the map. Things to look out for: -secret passages, -jump scares at ANY point. (randomized) -poltergeist -Your friends can become possessed, if they do, don't kill them you simply need to have them fight for control. (Spam buttons) Players get points for demon kills, ghost captures, witch banishments, possessor take-downs, and demon spawner seals. What do you think?
  2. My idea time: You've just finished campaign, the world war (of the future) is over. A news reporter is seen showing the bright cheery faces of happy citizens. All is fine until one image shows two children playing outside, samantha and richtofen. "Allright children, it's time to come downstairs!"-Maxis American voice: "Why dad? The war is over! We don't need to hide!" Richtofen american: "Yeah Mr. Maxis, everything's fine!" M: That's Doctor Maxis!! (Shrugs at samantha and walks towards the house) R: Sam, you coming? S:Fine… Just let me grab my bear! M: Samantha you must come here NOW! (As she grabs the bear it starts leaking blood, the sky goes red, and things get scary.) S: Wah.. What? R: Uh.. What's going on? AHH! AH MY HEAD! S: Edward! M: (shadow from the door way): Samantha you must come NOW! R: AHAHAHA M: no… S: *Turns around covered in blood* Daddy… I… (German accent sets in) Will… Must… R: (German accent returns) OOOHHOOOO It's too late now ya? She's putting the pieces together Ya? M: NO! SAMANTHA STOP THIS! STOP THIS NOW! (The world around them shatters, revealing the MPD room, which fades out, tank and nikolai are sitting on piles and piles of corpses cleaning their guns in the bio dome. This is where the cinematic would begin if you played solo and not beat the campaign) *Takeo flashes in on the teleporter from somewhere and walks in looking at an odd green device in his hand which he slips in his pocket. N: Oh look, the failure wonder has returned. D: How are thing's tak? T: I have found nothing in my endeavors to the dieing world, has the doctor made improvement? D: No… He just sit's there, eyes flashing between yellow and blue, yellow blue… I keep my shotgun to his neck in case he comes back... N: We don't need any more zombies… D: Zombies? Oh yeah he could come back as one of those too... (A massive siren will start going off) M: I am sorry to disappoint, but I can not keep samantha in constant battle with richtofen any longer. The shell is breaking, and she is returning. R: GAH! I'm… alive… In my own body… DAMN IT! D: Been waiting a long time for this… (loads shotgun) R: Before I point out that you've been holding a unloaded shotgun for who knows how long, you may want to pay attention to the threat around you… (Zombies rise from the ground) (All four in a whiny tone) T- Are you serious? N-There goes my sober streak of about eleven minutes… (chugs vodka) D- Seriously trayarch? R- I have to deal with this AGAIN?!? The four will fight bravely in an opening cinematic showing the four's epic skills, right before they all teleport out in a flash that hurtles towards the earth. The map will then consist of them stating how they've been over the past game, how they were deployed into samantha's subcontious to keep her dormant, how they constantly visited earth and researched the surroundings. A whole new backstory for our four heroes to recite. At some point in the map maxis will say: I only wish I had planned for the MPD to exist in all realties, both the one where I and richtofen succeeded.
  3. Please have something better then survival. Why can't we become ghost busters?
  4. I wouldn't count on 5 dlc packs, baked on sales, marketing, and being fair to IFW's next game. HOWEVER micro-transactions are ALWAYS a possibility and we can always hope for them! think the N4 should continue alongside the O4. We should have two maps released on reveal. One with the N4 from the past and one with a new group of teenagers and a teacher in the present. In dlc 1, the new guys die in the process of releasing the N4 and the O4. in dlc 2 actors come in and help the O4, in DLC 3: the N4 kick ass in DLC4: there should be a map allowing the communication and cooperation of both the N4 and the O4. With many plot twists. This way the O4 are still available to be the epic heroes the series began with and the N4 are there to add new story to the game. In all honesty though, the O4 could still add a LOT of new info into the game: -what they remember about their past lives -how they survived until now -what argartha was like Also I think that there shouldn't be anymore split easter eggs… There needs to be a way to combine the endings of BO2 into one catastrophic result and carry on. To continue on separate sides is unwise and tedious. The duel easter eggs are repetitive and not as fun as the single objective ones. It was nice for one game, but don't do it again for a while… AND yeah, it's really far away, too far, that's why I'm trying so hard to get people on waffe-craft. It would allow more for the zombies community on a new better-then-minecraft level. I don't see it taking off very soon however. So yeah: Microdlc, single easter eggs, both groups, yada-yada-yada...
  5. Wow… This is a long time ago… Surprised trayarch didn't implement it, would have made perfect sense. Would have been like DOA 2: Richtofen's Reign.
  6. I gave no opinion to this request… I would have gladly supported this if I had known it had existed. I like the new chat thing, I think it will be useful for direct conversation!
  7. One hour… One final hour until the beginning of the last episode of warehouse 13, possibly the greatest show ever….

    1. Hells Warrrior

      Hells Warrrior

      Never seen an episode, just like 24, and several other shows that everyone raves about. I'm still on season 3 of Dexter.

    2. Stop Mocking Me0

      Stop Mocking Me0

      Good show, Lots a murder…

  8. Motd was hell, where four guys relived the same zombific day over and over as punishment.
  9. Chat thing is cool… I like it!

  10. This is the exact reason I hated the ending to BO2, it's too ambiguous and non-informal for us to draw any lines. We are TOTALLY lost to what trayarch wants us to believe now… All this parallel dimension and time travel biz is starting to take it's toll, and without a big bioshock-like reveal ending where most of the little points of interests are explained, it's just NOT good storyline.
  11. They can travel from place to place through death. Unlike the O4 who never died and had to keep traveling from place to place by conventional means, the N4 are no where near as strong, as they aren't enfused with 115 (well maybe stulenger, but he's not a super soldier) and thus, they were defeated by zombies either by having to sleep, or something… Either way when they died (after the events of tranzit) their bodies were resurrected in china, as richtofen, a new leader who DOES have power over life and death, pulls them up there. However he does not continue this after die rise, and russman leads the group to the rift. Where richtofen gets them to preform the final steps of reworking the towers. I should add by the way, that the actual storyline promotes the idea of richtofen being the "cannon" storyline, as why would he teleport a resistant and unhelpful group to china if they betrayed him? Richtofen is NOT the one for second chances (he is a nazi after all), so why would he move stu and crew to the new area? Of course, richtofen would have also been aware of the present afflictions of russman and his guidance may have been needed to get ANY group to approach the rift. So there is a counter argument, but a counter-counter argument is that richtofen could have convinced anyone, even a more trustworthy group. Is it possible that the general area near the rift is too full of energy for proper translation between stu and richtofen? Maybe That may lead to why richtofen needed russman, as he doesn't actually address stulenger until he his bellow ground….
  12. Small bug fixes that don't fix anything we actually need to be fixed…
  13. I think the scavenger should be considered a wonder weapon, as it's lethal effects are tremendous, far more then that of an average explosion. Also the staves are weapons, they shoot fire, ice, lightning, and vicious amounts of wind. The wonder comes from the ancient stones. I agree the blundergat is not a wonder weapon, but the acid gat is not one either, as it has no direct link to 115. Infact it may be running off energy created in hell, much like the tomahawk, which also isn't a weapon. Paralyzer is a weapon, but the time bombs aren't as they don't actually cause damage to anything. The origins beacons are not wonder weapons themselves, HOWEVER one can not forget that the robots that cause the attacks are fused together by 115, and thus are wonder weapons.
  14. Yo listen up here's the story about a little guy that lives in an orange world… And all day and all night and everything he sees is orange like him inside and outside...
  15. …. Oh…. Sorry I got confused by the whole quote bit….
  16. The stalker: I've always wanted this: You can not kill it with conventional means… You have no idea where it spawns, or when... You only get a clue when it's too late…. Look at it, and it will chase you… Shoot it and it will only chase faster… There is no escape...
  17. Would you kindly explain why? By the way, welcome to the forums. We're a friendly bunch, so if you have any questions feel free to ask me or anyone else. (Psst, pick anyone else. I once got disqualified from a Moron Contest because they don't allow professionals) Dude… I'm a panser soldat… I've been here for two years… I have24 brains…. I should be welcoming you! Ah… I guess the whole emblem thing.. Yeah, the issue is I can't properly get proof for them… I should be like, prestige 5 by now at least…
  18. I had an idea once where one could face off against a kracken. THAT would be cool! But ghosts got to it first…
  19. So, with the constant discussion of how the ranking system will work with the next game, I have devised a reward system for the next game, where one's rank is split among five separate totals, each contributing to one's personal worth, abilities, and looks. Area 1: Badassery: Typically this is the KD ratio portion of this system, where one receives a higher rank for kills and a lower rank with downs. Don't worry though, this will be easier to iron-out then before (see "Skill Points") There are seven different aspects to depict your emblem: No-glow-eyes= Noob White eyes= beginner Orange eyes= Average zombie player Purple eyes= Ok zombie player Red eyes= Good zombie player Blue eyes= Great zombie player Yellow eyes= Zombie master Area 2: Knowledge: This section tells how much a player knows about maps in general. You gain a higher rank for using traps, building/using buildables, doing easter eggs, accessing more areas of a map, and outsmarting boss zombies. You can lose knowledge by falling for traps, and being downed by boss zombies. Your knowledge is depicted by your Zombification: Bare-bones: Noob, Bit-o-grime: New guy, Small line of sludge: Average Jaw is fully there: Ok player Full zombified skull with bullet wounds: Smart player Full zombified skull: Book-worm Human head: Zombie genius. Area 3: Teamwork: Tells how well a player works with their team. This is increased by buying things like quick revive, holding onto an upgraded revive-weapon, getting revives in general, shooting in close proximity to others, shooting zombies that have hurt other players. And is reduced by having players being killed by your traps, letting players bleed out, and leaving games, (disconnects don't count as a leave but do count as a death) The changing factor being this time, the background: Regular orange-red shield: Noob Spiked O-R shield: Average Steel barricades: Ok player Wooden barricades: Good player Machinery: Great player Lightning and machinery: Medic- Pro! Area 4: Point Accumulation: Basically the point whore factor, those who finish games with substantial amounts of points will increase in rank, and those who don't will lose rank. Any points taken from the bank will actually take away from your total at the end of the game. Effects the color of the skull: (Does not effect zombification) Bone- Average: ends games with a mass accumulation of less then 5000 points. Stone- Ends games with between 5000 and 10,000 total points. Blood bone- Ends games with between 10,000 and 15,000 total points. Copper-15,000-30,000 total points Silver- 30,000-49,999 points Gold- 50,000-99,999 points Metal infused Bone- Ends games with 100,000 points or more total. Area 5: Pro: This is simply the class that is improved for just doing the pro things: Not using OP perms-perks (regular ones are OK), not using the bank (weapon's locker is fine), completing challenges, better accuracy, and regular weapon kills, (WW kills are not counted) This effects the slash marks in the upper left hand corner of the emblem: 1 Slash: No skill 2 Slash: Minor skill SO on and so forth until 10 slash: Pro. Now one may think this is a bit harsh of a system, and it is. However, one can participate in what are known as challenges to help earn tokens: Tokens can be used to unlock things, add money to one's bank, or even reduce the amount of damage on one's different skill levels: If placed in the acquired their, one token will: 1: -Remove 3 downs from your rank, once you have less then 30% of your Kills in deaths it will start adding kill instead. 2: Increases "EXP" gained to increase knowledge. (One day only) 3: Simply increases the amount of players you let die ever so slightly. 4: Gives you an extra 5000 points after your whole team dies. (one game only) 5: Increases/Decreases a random pro-stat. Likewise one can also trade in a token for a random amount, between 5000 and 100 points to be added to their banks. AS WELL, there are unlockables too. Each one locked either through DLC or through ranking up Each stat unlocks a new bonus with each level: (With zero being Noob level) Badassery: 1: Weapons type 1. -Allows for the purchase of weapons to be exchanged in the box (Only allows fair trades: Snipers for snipers, equal shotguns for equal shotguns, ect.) 2: Perma perks type A. -Allows for the purchase and equipment of 4 perma perks 3: M1911.5: Is tradable for the starter pistol. ( basically the same weapon with a scope added to both the original and MSAS versions) 4: Additional info: Adds more info on Samule to the archives. 5: Perma perks type B. -Allows for the purchase and equipment of 4 different perma perks. 6: New gun camo- PAP Knowledge: 1: Weapons type 2: Same a WT1 but with different, more futuristic, weapons. 2: Additional Info: Adds more info on the maps released at launch 3: New gun camo- PAP 4:Additional info: Adds more info on Marelton to the archives. 5: Perma perks type C. 6: Ray gun MK2 is available to be swapped with the original, but will appear half as frequently in the box. Team work: 1:Weapons type 3 2: Perma perks type D 3: New weapon: Tomahawk: Shoots like normal tomahawk until upgraded, then it becomes the hell's retriever, upgrade it again for it to become the Hell's Redeemer. Replaces the bowie knife. 4: Additional info: Adds more infer on Misty to the archives. 5: New gun camo- PAP Point accumulation: 1: Weapons type 4 2: New weapon: Steilihand grenades instead of frags. 3: Perma perks type E 4: Additional info: Adds more info on Russman to the archives. 5: new weapons camo- PAP 6: Double bank size Pro: (starts on slash 5) 5: Weapons type 5 6: Double jeopardy: Allows double challenges once per week. 7: New gun camo: PAP 8: Additional info: Adds more info on the history of zombies to the archives. 9: New perk unlocked from wonder fizz: Vulture's aid (no green mist effect on most maps) 10: Weapons type 6 Challenges: Complete different challenges along these lines. Tokens earned from them can pay off "rank debts", or unlock clothing for your survival/grief/turned avatar. Challenges would be like: -Survive to round 10 in the starting room. -Survive to round 20 with one perk. -Survive to round 20 without power. -Refuse a wonder weapon from the box twice in one game. Three challenges would be submitted a day for the individual player to complete. So tell me what you think, and any suggestions you may have!
  20. I have the same issue.. Everything is bioshock…
  21. Totally forgot I created a campaign storyline way back in like, four months ago, finishing THAT over the course of the next 4 weeks...

    1. Hells Warrrior

      Hells Warrrior

      get it updated bud, I need to have a wee read of it again.

    2. Stop Mocking Me0

      Stop Mocking Me0

      I may have written it either slightly drunk, or somewhat tired the original time… It was full of grammatical and factual paradoxes… Should be bit better now...

  22. Character customization should just be vital for all custom games, including turned, grief, survival, and this arena mode.
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