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333ninjas

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About 333ninjas

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  1. 333ninjas

    old DOA

    I don't believe I've had the pleasure.
  2. I can't remember the original game, but it preceded smash tv and was made by the same company. Smash tv had the first maze-like multiple doorway options and then super smash tv simply upgraded the game. Dead ops is a combo of smash tv as well as the more recent I Made a Game with Zombies in it. All creativity is derivative and I'm just glad Treyarch spent the time to keep this forgotten genre alive. I will only buy the next Treyarch game if DOA 2 is included.
  3. More needed changes for dead ops 2: * Many are annoyed by not being able to see the entire map unless players are completely spread apart. Common ideas include zooming out on the map view or shrinking the map size. I completely disagree with shrinking map sizes. I'm of the opinion that the camera view be zoomed out more to enable players to see the whole map. Limited views in DOA 1 serve to trap the player since they can't see zombies spawning from the door to which they are retreating. Solution: Simply zoom the top-down view back more so we see more. * When people resurrect they have a force field. This works great; please don't change it. The short yellow force field players get when exiting a vehicle is also great; please keep that too. My issue is the lack of short yellow force field with speed boosts. Over and over again I am the victim of dog bites HALFWAY through my boost- total bs. Other times I boost to escape zombies and die because I boosted through an electric pole- also total bs. Solution: Give the player a short yellow force field when boosting. * Leaderboards recording over round 99. This may also apply to 1st person zombies, but I don't play boring zombie games.
  4. 1. More than anything, I want to be able to successfully complete at least fifty percent of my DOA games. Servers drop all the time and most games I play end prematurely because of this. 2. Stolen lives are a frustrating aspect of DOA. The player whose life is stolen should actually have a choice in the matter of whether or not he/she gives a life away. For example, noob 1 dies but has 0 lives to begin with, but instead of simply stealing a life, whoever has the most lives gets the choice of donating a life by pressing the A button. Text below your player's multiplier bar would say "Press A button to give life" and then a timer for 10 or 15 seconds ticks down. If you don't hit the A button within the time limit you save your life and noob 1 is forced to revive. As has been mentioned in a previous post, players should not receive nukes when they have 9 already. In fact, imagine my "press A to give life" is the actual system. Once I hit A to donate noob 1 a life, I then can choose between chopper, tank, nukes, or boosts by selecting A, B, X, or Y (or PS shapes). This system is rewarding to those who deserve reward the most: the best players within a given game who are undoubtedly the strongest link in the chain. 3. I want more boss fights. 4. Fix frustrating glitches like teddy bear deaths, unbelievable bites from immortal ninja dogs, spawn off map when tank leaves on portal, etc. I have several more examples of glitches and shoddy hit detection that takes away from the enjoyment of the game. DOA is challenging and I love that. However, I only appreciate a fair challenge and when I'm consistently getting screwed by faults in the programming, I'm only frustrated. 5. Level the playing field with the wolves. Seriously. Take it down a notch. Seriously. The wolves are a true challenge, which I like, but they are ridiculous at times. The dogs are a great example of shoddy hit detection in terms of both shooting them and getting bit by them. 6. Allow players to choose their color and fate. Make these options available from the beginning or make this feature unlockable by achieving a certain high round. 7. I'll make this next point by using an example of how this idea would apply to DOA 1. When you play DOA, you always start at round 1. Even after beating the Cosmic Silverback, you always start at round one. This makes sense to me. However, I would like to unlock the option to practice round 40 or begin at round 41 based on my accomplishment of beating the initial 40 rounds. This would be considered bonus mode and have no bearing on high scores/rounds or anything related to leaderboards. After beating round 80, I want to be able to practice round 80 for fun or simply start the game in bonus mode on round 81 so I don't have to play for 8 hours to get there, which brings me to.... 8. Make the game shorter. A lot shorter. Over twelve hours is required to make it to high 90's. That's ridiculous. Increase the difficulty of the game from the get-go so that DOA 2's round 50 is equivalent to DOA 1's round 100. The game becomes even more action-packed and takes half the time to play. To put another way, round 41-80 should actually be round 1-40. 9. Just to reiterate, fix the glitches. DOA is awesome. It doesn't have to try hard because it excels so simply at what it is. Don't complicate things. Don't make us sit through a stupid story about the origin of the Cosmic Silverback. Anyone who needs a story to enjoy an arcade game seriously lacks an imagination. Keep dead ops fast paced, action packed, and a blast to play with friends. In the end, all I'd really like is new maps, less game-breaking glitches, and better servers. I'll post more later. Thanks for reading.
  5. 333ninjas

    old DOA

    I will openly admit that I use glitches, however, I contend that this behavior is acceptable under this condition: one must be a Dead Ops Champion in order to use glitches without shame. The maps that have glitches in which you are invincible in a certain location are absolutely easy to beat playing legitimately. I just like being able to snack, smoke, or move my bowels while the game continues with another player(s) racking up points/equipment. I am a Dead Ops Champion; I can glitch if my heart so desires. Barrels, orbs, and teddy bears should not change the way one approaches gameplay. I just play like I don't even have them or, if I have barrels for example, I'll run down a line of zombies while keeping a safe distance in case my magical barrels run dry of liquid mana. Teddy bears, ugh, don't get started on the tales of betrayal I've experienced.
  6. From the perspective of any experienced Dead Ops Champion, this statement is obviously a lie. One of the many great qualities of DOA is its ever-increasing level of difficulty that requires players to execute a plan and quickly react and adapt to many spontaneously dangerous situations that arise throughout the game, especially when one is approaching round 70. The only foreseeable way you made it to round 70 in the fashion you describe is if a Dead Ops Champion or two carried you there (happens all the time)!
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