TheDunbarian
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What new perks there might be on next game.
TheDunbarian replied to Nathan169's topic in Single Player
Then cut some! Or even better, make 3 perks randomly spawn at set locations, excluding Jug, Revive, and Flopper (the three 'essentials' in my opinion) so you never know what you'll get. You could get Mule Kick, Deadshot, or Double Tap one game, but Stamin Up, Speed Cola, and Mule Kick one game! How cool would that be? I had an idea for something like that while dreaming up a map one time (a pirate themed "ghost ship" one, cause I'm a boss 8-) ). Here's the deal: When you spawn, all the perk machines' locations are randomized (except Quick Revive, which is always at spawn for solo purposes). However, after you turn on the power, it's possible to get a parrot out of the box. The parrot, like the teddy bear, will refund the points you spent on the box. However, rather than moving the box, it will shuffle the locations of all perk machines. Here's the interesting twist: one perk machine will be replaced with the Pack-a-Punch machine. So now Pack-a-Punch is open, but one perk is unavailable until the next time you get the parrot. An expansion on that idea: the special round is the Captain. He kinda works like a combination of the Pentagon thief and the space monkeys. Rather than attacking you, he goes to a random perk machine and tries to destroy it with his sword. If he succeeds in destroying it, a perk machine will no longer be able to spawn in that spot. The perk machine he destroyed can reappear after you get the parrot, but that means that two perks (or one perk and the Pack-a-Punch) will be unavailable at a time, and if he destroys two spots, then THREE will be unavailable, and so on (there will be one spot that he can never destroy though). He will only destroy two machines per round before leaving. He will always drop a Max Ammo, even if you didn't kill him. If you kill him before he destroys a machine, he will also drop a Perk Bottle. If you kill him before he even touches a machine, he will drop a Perk Bottle and a Bonfire Sale, where all the available perk machines turn into Pack-a-Punch machines for 30 seconds, and the price for Pack-a-Punch is reduced to 1000 points. Sorry I went off on a rant about that idea, but this IS a thread about perks in future zombies. I kinda just like sharing ideas of mine :D -
Well, I'm always looking for new challenges. I don't play my Xbox during the week, so I'll warm up on my iPod (I know it's really easy, but better than nothing) and I'll attempt this challenge for real on Friday. Challenge accepted. 8-)
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I've had this same problem, in the Type 100 teleporter. It's happened multiple times. You hold X 3 times, teleporter doesn't activate, zombies munch your face. It's very frustrating. It's nothing to do with a cap on how many times per round you can teleport though, because as soon as I got back up I was able to use the teleporter like normal. It's a very frustrating glitch that can really screw you over.
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Verruckt was always one of my favorite maps, mainly because it's so difficult. My strategy for this map has always been to just run laps around the whole map, using the MP-40 as my main gun and using the traps when it starts to get weak. Running a train in this map is tricky, I'm impressed that you've found some ways of doing so.
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Call of the Dead Ship in Shi No Numa loading screen?
TheDunbarian replied to BlindBusDrivr's topic in Shi No Numa
Right. Like in Der Riese there's also a picture of a zombie in front of the Eiffel Tower, showing they had planned on doing a map in Paris. The last map pack for Black Ops was originally going to be in Paris, but they decided to make Moon instead. So they had some idea of where they were going with map locations, but not enough details to make them crucial to the story (the details they did have allowed them to change Paris to the Moon without it affecting the story too much) -
Call of the Dead Ship in Shi No Numa loading screen?
TheDunbarian replied to BlindBusDrivr's topic in Shi No Numa
It seems strange that they would plan in advance, but don't forget, there was a clear picture of the CotD lighthouse in Der Riese, so this isn't a crazy theory -
The pyramid is the source of the voices and the madness. According to the radios, Richtofen was sane before he teleported to the moon. He was merely angry with Maxis. However, after he teleported and touched the pyramid, he started hearing the voices, and the madness took over. Samantha, having been trapped inside the pyramid for who knows how many years, now hears the voices in her head too, which is why she's as messed up as Richtofen is. Ever notice how if you stand near the pyramid after it's opened up to reveal Samantha, you can hear whispering? One can only assume those are the voices Richtofen and Samantha are hearing in their heads. As Richtofen states, the pyramid is a link to another dimension called Aether. Samantha's soul was (and Richtofen's soul now is) in Aether, and it's from there that the zombies are controlled. The pyramid represents a side of the story that we really don't know enough about. Who built the pyramid? What's in Aether, and why do these voices want to kill everything? The voices of Aether are another force at play in this story that we have yet to get a good amount of information on.
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TheZombieChicklet does have a nice idea for a map, but there are a few things. 1) Camping shouldn't be easy, especially near the Pack-a-Punch. It's perfectly fine for the Pack-a-Punch to always be available. It was in Der Riese and Ascension. However, in both of those maps it was difficult or impossible to camp near it. Make it permanently available but in a difficult spot to stay in. 2) It's alright for the hacker to reappear, but there needs to be another piece of equipment for the players to switch it out for (i.e., the P.E.S.). Otherwise, it will be too easy for the player to hold on to it for the whole game, and they'll also hog it from the other players. Make an equally necessary piece of equipment to switch it out for. 3) Vulture-Dew seems overpowered. One of the main difficulties of zombies is ammo conservation, and if this perk acts like you said it would in solo and replenishes ammo from zombies, then players would never run out of ammo and could just spray the Wunderwaffe willy-nilly. A perk that can get the player more ammo is a nice idea, but the ammo needs to be harder to obtain. Whenever you think of something that can help the player, you need to think of something else to counter it so it doesn't become overpowered and make the game too easy. Counter these ideas with a new difficult element, and you've got some nice additions.
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Very good points, K1llsteelr. The World at War maps were so unique because each of them introduced a core game element that would be carried on for every map after that. Verruckt introduced perks, traps, and the power switch. Shi No Numa introduced power weapons (with the Wunderwaffe) and special rounds (with the hellhounds). Der Riese introduced Pack-a-Punch and tactical grenades. Each of these were things that didn't destroy the core of the game, but expanded on it in a way that would allow the player to go further without making the game too easy. However, we haven't seen anything revolutionary in Zombies since Der Riese. The closest we've come is when Ascension introduced epic easter eggs, where the players have to complete several steps to obtain a reward. While these easter eggs can drastically change the game of a team of hardcore players, your casual or solo players are still left without anything new. Also, as for your idea of how the pro perks would work, that honestly seems really hard for what you'd get out of it. Plus, there's the issue that you would need the hacker. The hacker probably won't appear in any map after Moon (I can't really see it working anywhere else) and plus, I want the pro perks to be available on the older maps too.
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Another thing about your suggestions is the idea for cutscenes. It just doesn't work with me. I like how the story is very mysterious and hidden, only discovered through radios and other in-game easter eggs. I also like that the only time you ever see the characters is in the actual game. A cutscene just wouldn't seem to fit with the "comic book" style that the loading screens present. The one exception to this would be the cutscene for Nacht Der Untoten, I do agree that they should bring back the video with the crashed plane and the zombies sprinting in from the distance. I remember the first time I saw that cutscene. Terrifying...
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The nuke would only be in solo mode. Quick Revive Pro has a different effect in co-op, much like the regular perk. I do like both of those ideas actually. In fact, they're kinda better than the one I had. Well, the lives anyway. The death machine is questionable because it IS weak at higher rounds and will simply rob you of your ability to run away. Also, you can't buy perks with a death machine, which is usually what people want to do after being revived. I like the extra life after 15 rounds though.
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I'm loving the feedback guys. I realize not all of my ideas of the challenges/pro variant effects are perfect, and to be honest some were more thought out than others. My main point was to get across the idea of how a pro perk system would work, and some ideas for effects. I realize some of the challenges might be easy, but we do have to remember: if the player goes down, they have to rebuy the perk and complete the challenge again to regain the pro variant. The Quick Revive challenge, for example: I realize 5 revives might not be many, but really that depends on what kind of team you're playing with (how good they are). Maybe bump it up to 10 revives. But 20 revives is too much. That would mean your teammates would have to go down 20 times before you do. Keep that in mind, along with the fact that Quick Revive Pro's effect can only be used once per time it's earned. I'll admit, Quick Revive's effect in solo is questionable. 20 seconds of a zombie-free map was the best effect I could think of. Anyone have a better idea? I'd gladly accept. K1llsteelr managed to find holes in most of my pro variants (all of them, actually ). I realize they're not perfect. I did the best I could without making them OP. I liked your constructive criticism though, it really didn't sound harsh and it provokes me to think more about the effects, particularly the balance of the game (didn't even think about Flopper Pro against George...) So Quick Revive, PhD Flopper, and Staminup are the ones that I'm mostly seeing that you guys find OP. Maybe Staminup could give you extended running time, rather than unlimited? It is a great perk to begin with, it shouldn't need too much of a pro variant.
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BRAINS! [brains] Thanks man, I appreciate it. As someone yearning for a career in the game design field, it feels great when someone compliments my ideas! :D
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The idea of being able to upgrade your perk-a-colas in zombies has been thrown around a few times, but no one has come up with a good enough idea for something like that that wouldn't be overpowered. Things like buying the perk twice, a "Perk Pack-a-Punch", etc. Well, here's my idea of how such a system could work. Pro perks are not something that should be bought, but something that the player needs to earn. Here's what happens: a player buys the perk from the machine like usual. Then, they have to complete a certain challenge. Challenges will vary from perk to perk (for example, Juggernog's might be kill 150 zombies or something of the sort). As the player attempts this challenge, a blue circle will start to form around the perk icon, showing their progress. When the challenge is complete, the circle will be full and a blue aura will surround the perk, marking that it is now at pro status. Pro status will give the perk an extra effect (which, obviously, varies depending on the perk). The player will keep this pro perk until they go down. Then they will have to buy the perk again and do the challenge all over. Pro Perks and their Effects Quick Revive Pro (solo) (having a different effect in solo than in multiplayer, the pro variant of Quick Revive will also have differing effects) How to earn - Kill 150 Zombies Effect - When downed, a nuke powerup is automatically earned, you are picked up much faster, and zombies do not respawn for 20-30 seconds The effect of this pro variant is to give players time to collect their bearings after getting up, because I cannot tell you how many times in solo I've gone down, gotten up, and then gone right back down again before I can move six feet. Quick Revive Pro (co-op) How to earn - Revive 5 Teammates Effect - When downed, you will get Mustang and Sally even if you don't have it (unless you have a pistol wonder weapon) and any teammate can revive you at Quick Revive speed even if they don't have the perk themselves Hopefully this effect will attract the more selfish players who turn up their noses at this perk because it doesn't help them at all Juggernog Pro How to earn - Kill 150 Zombies Effect - Removes flinch when hit and recover from red-screen faster You don't want to make the pro variant for this perk too powerful (nor do you need to, as people will always buy it anyways) Speed Cola Pro How to earn - Reload 50 Times Effect - Switch weapons faster and prime grenades faster This will be especially useful for players who use monkey bombs and Gersch devices, as they take a long time to prime Double Tap Root Beer Pro How to earn - Kill 200 Zombies Effect - Extended mags on all weapons (excluding all Wonder Weapons besides Ray Gun) Double Tap empty your clip too fast? Solution: extended mags. Something useful that might make players rethink this underrated perk PhD Flopper Pro How to earn - Kill 75 Zombies with Explosives (includes "flop attack") Effect - Immune to Nova crawler explosions, napalm zombie explosions, and traps, and makes the "flop attack" more powerful (like slightly less powerful Scavenger explosion) Like Juggernog, it's hard to come up with a pro variant that wouldn't make this perk grossly overpowered, but this effect might do nicely Staminup Pro How to earn - Run 2 Miles (easily done with a crawler, but whatever) Effect - Unlimited sprint and weapons are ready faster after sprinting Easy challenge, I know, but it's for a fairly mediocre effect Deadshot Daiquiri Pro How to earn - Kill 100 Zombies with Headshots Effect - Even more hipfire accuracy, longer range, more damage multipliers to the head This is a hard perk to overpower. Even with these effects, it will probably still be rarely bought Mule Kick Pro How to earn - Kill 100 Zombies Effect - Any weapon lost as a result of going down with Mule Kick will be regained upon rebuying Mule Kick This is an effect I came up with after many painful experiences of losing a great weapon by going down with Mule Kick. This effect just seems to make sense Anyways, those are my ideas. Thanks for bothering to read, and I'm very open to constructive criticism or alternative ideas. :D
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Agreed with almost everything on here, except maybe the box weapons. I think they should do what Black Ops did with the classic maps: remove the original box weapons except for Wonder Weapons (and also, the crossbow and ballistic knife should probably stay in too) and put in the new game's weapons. Make the maps feel more fresh. That's just one guy's opinion though. Good job with these ideas man As for the perks, they may want to raise the cap if they do add more perks. My idea is that they shouldn't add too many new perks, but rather add a system where the player can upgrade their perks to pro variants that have extra effects. I have thought this idea out, but it's too in-depth to go into here. I might make a topic about it, but what I'm saying is it would reduce the need to make new perks and increase the cap limit, along with the fact that the pro perks would be available in the classic maps as well giving them an even more fresh feel.
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The thing with the classic maps in Black Ops is that they weren't supposed to feel entirely like the original maps, but rather as a new take on them (a "remix", if you will). Personally, I liked having the Black Ops weapons in the box, including the Wonder Weapons. I also liked the addition of Mule Kick, and the cast of characters in the first two maps. They needed to change something in those maps. Otherwise, it would just be the same content on a different disc. I agree that they could have done the graphics better with the skins and stuff, but to be honest, with stuff like the SNN zombie skins you were complaining about, I never even noticed the difference. I have some complaints about what they added and left out (like the Verruckt sprinters, also the hidden songs on Shi No Numa and Der Riese end about 30 seconds early for no particular reason). But for the most part I think they did a good job of "rezzurecting" the classic maps with a fresher feel.
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Night of the Undead (ZotD's Zombie story)
TheDunbarian replied to ZombieOfTheDead's topic in Zombie Stories
You're not the only one left here, Hellhound. This is awesome! As soon as I read "Is this a toy?" I immediately knew that s**t was about to go down... -
Night of the Undead (ZotD's Zombie story)
TheDunbarian replied to ZombieOfTheDead's topic in Zombie Stories
Just read all of what you have so far and I must say I really like it. One would think that including gameplay elements in the story (chalk outline weapons, insta-kill, etc.) would be really weird and cheesy, but it didn't seem too strange here. I guess when you're telling a story about zombies, all realism can just fly out the window :lol: -
Very nicely done sir! 90 rounds with two players is beyond what I could ever do (unless maybe it was split screen so we could pause). I could never get to such a high round without going to sleep or doing something else at some point. I envy your patience. 17 hours with no sleep... I hope to god that there was at least food somewhere in there! :shock: Well, no matter how you did it, congratulations! :D
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Sometimes my friends and I will play in the labs for fun to see how long we can last (seeing as how we usually stay in the war room and run laps). After reading this though, I might have to look into using the labs as an actual strategy a bit more. It does sound interesting. I've always found constant running and improvising more fun than an actual solid strategy. That's why I love Der Reise so much. I'm gonna have to try this out :)
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Just broke several personal records... doing a challenge
TheDunbarian replied to TheDunbarian's topic in Ascension
Also, I JUST realized that I put this in the stories and theories section rather than the gameplay section... My bad, sorry bout that :roll: -
Just broke several personal records... doing a challenge
TheDunbarian replied to TheDunbarian's topic in Ascension
It usually is a challenge that I do solo. It's fun that way too, but nothing could beat this. This was one of the first times I had tried it in co-op. Either way, I highly recommend it. It's one of my personal favorite challenges. -
I just had a Zombies game that really reminded me why I love this game so much. My friend and I decided to go on Ascension and perform the following challenge: the only perk you are allowed to buy is Quick Revive, all other perks must be obtained from monkeys. So while doing this challenge, I managed to break several of my personal records, including: Highest round on Ascension (33) Highest round in Co-op (33) Most rounds without going down (33) Most points obtained at one time (roughly 171,000) It was awesome. We only opened the doors to PhD Flopper and power, so no Pack-a-Punch was possible, and the box was out of our reach not long after we reached it. I was lucky and got Juggernog first monkey round. My friend, not so lucky. He ended up going down a few times and wasn't able to hold on to many perks, but still went the whole game without Jug and held his ground pretty well. After Jug, I got Staminup, Mule Kick, and PhD Flopper, but wasn't able to get Speed Cola because the monkeys overran my friend while he defended Flopper and they took it (in his defense, it was wave 32, he didn't have Jug and most of his weapons were empty). My friend recorded the last 4 waves with his screen recorder. Next time I see him we'll record a commentary and upload it to YouTube, and I'll add a link here. We went a solid 33 rounds without Pack-a-Punch, and my friend went a whole 33 rounds without Jug. It was truly amazing and I just wanted to tell you guys all about it
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Woo, thanks guys, I feel so welcome! :D
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What's up guys? I am The Dunbarian. In my spare time, I like to kill zombies. Basically, Zombies is the main reason I still like CoD, because for some reason it never gets old. I've never had a super-high round game (my highest is 45) although I believe I probably could if I ever had the patience to. Basically what I do in Zombies nowadays is just challenge myself (limit my weapons, etc.) I still like Nazi Zombies better than MW3 I'd also like to get a screen recorder and start doing YouTube commentaries, just cause I love this game so much. That's about it. This is the part where I post my records for all the maps: Nacht der Untoten - Round 18 w/ 4 players Verruckt - Round 24 Solo Shi No Numa - Round 30 w/ 4 players Der Reise - Round 35 Solo Kino Der Toten - Round 45 Solo "FIVE" - Round 30 w/ 2 players Ascension - Round 30 w/ 4 players Call of the Dead - Round 29 w/ 2 players Shangri-La - Round 25 w/ 2 players Moon - Round 25 Solo
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