
Kill_All_Monkeys
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Everything posted by Kill_All_Monkeys
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I still remember dropping the extra $20 to get Nuketown Zombies, I thought it would've been like the classic maps for the first BO and I would have it exclusive for a long time. Then two of my buddies went to go buy the game a little while after release and got the codes for the map with their copies at no extra charge. Yet here I am, preodering the Hardened Edition again because I absolutely need to play this map at release and hoping I won't get burned a second time.
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I actually like the idea of unlocking different starting pistols, with good ol classic M+S being the last one unlocked. Would definitely make up a part of that "every match is different" that they promised. If, however, there is no way to change the starting pistol and it's not the classic M1911, I would like to see the classic starting pistol find it's way to the box in at least one of the maps *cough*The Giant*cough*, so that we may later upgrade it to M+S. We had them in pretty much every map except Origins, and I actually missed having them in Origins.
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Can't wait to watch this when I get home, I enjoyed the first two episodes (Naughty Dog for life) and I'm sure Treyarch's will be just as interesting. Behind the scenes development on zombies is always so fascinating, plus I just enjoy learning about how they do this stuff and what the atmosphere is like in the studios. Good stuff.
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"Every game is different"
Kill_All_Monkeys replied to Stop Mocking Me0's topic in General Discussion
I just have a really strong gut feeling that rank will effect the EE somehow. Also, while not gameplay affecting, I believe we'll get some calling card stuff for zombies this time around as well, maybe even indicators for those who have completed the EE next to our names. -
"Every game is different"
Kill_All_Monkeys replied to Stop Mocking Me0's topic in General Discussion
I think part of it will deal with the EE, maybe we won't get the full EE until we reach a certain rank. -
The most important feature which should be included.
Kill_All_Monkeys replied to NFSPLAYER's topic in General Discussion
Then maybe they could have a team that investigates players when they start collecting a lot of reports on them, it's not a perfect system but it's something. And I've played zombies for years but I didn't come across that many annoying little brats, a fair share of course but that's spread out over a long amount of time. Maybe if you start reporting people frequently that gets marked as suspicious activity too. I doubt any of this will be incorporated anyway, but oh well. -
Yea seriously, smaller survival maps cut from a much larger map. GTFOH with that ridiculousness. I can do that while I'm playing that much larger map. "I need sum'mo beans fo'da chowda hea!" Despite all of FIVE's flaws, nothing ever beat listening to Nixion yell and complain about hippies while fighting zombies. And I agree on the survival map stuff, grief and turned I get but to cut off small parts of the map and call them survival maps is ridiculous. They might as well have given us a remastered Nacht or Verruckt instead.
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The most important feature which should be included.
Kill_All_Monkeys replied to NFSPLAYER's topic in General Discussion
Well you can't really do #2, as you would just reward people for staying in games, be it they make it to round 40 or 4. I guess when you really get down to it, people will leave regardless. Tragic... I still think a reputation system is very much viable however. -
The Paris map is slowly becoming the Half-Life 3 of zombies, but on the other hand a moon map was just as heavily theorized and sought after so maybe it could happen, maybe it won't. I would like to see a map there, especially now that we have the O4 back (sort of). All in due time I suppose.
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The most important feature which should be included.
Kill_All_Monkeys replied to NFSPLAYER's topic in General Discussion
I see two possible solutions to this. 1. Similar to an idea listed above, use the already existing report system in mp but instead change it to a reputation system of some sort. Have options like, "left when downed" or "not a team player/selfish" (doesn't have to be these, I just came up with generic phrases). A few reports won't do you any harm per say but after a while, if a lot of people start sending in reports of a player leaving after quitting about the same player, that then shows up somewhere next to their username when they join a matchmaking lobby. 2. Go in the opposite direction, have better incentives to stick with a match all the way through. This can be easily done through the new ranking system. It still leaves out those who don't mean to quit yet are forced to, but at least they won't be directly punished for it. -
After thinking about it, I actually really miss the lunar landers from Ascension. I want those back, or something like them.
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The tank in Origins was slow and stopped often and zombies boarded it quite frequently. The bus in Tranzit was, well, the bus. It quickly got to the point in Tranzit where once I made it to the power station I just ran through the fog for the rest of the match. Riding the top was fun, until my friend started wondering what happens when you shoot and knife the driver. I miss the good ol teleporter days, which thankfully we have The Giant for. I don't know what we'll get in SoE but if is anything except for a teleporter or like what they had in Ascension, I shall be running around the map to my heart's content instead. I prefer to spend my hard earned points traveling in safety instead of spending a lot of points on something zombies could board/climb on and kill me on the way to my destination
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It kind of feels like to me that we're going to get more than just the standard survival maps (and various side game modes) with this one because the map appears to have a very large scale to it as well as the trailer having a lot of cinematic moments in it. However at this point after so many years I'm doubtful in there ever being any sort of campaign mode for zombies. I would be interested in playing something that strings the maps together with a strong focus on completing objectives rather than survival, but would that really be something we would want to play again after doing so once already? It sounds fun but a lot of people don't even make it all the way through the main campaign, so I don't believe a zombie campaign is going to work out the way myself and many others here would hope.
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First off the idea is brilliant. I have a feeling if we could customize them, it would be entirely based around the Ranking System. Well we can all assume that each sword will have 4 parts including the Elemental Crystal. (Based off the Staves, The handle, shaft, & base for the Stone). The Hilt, Blade, & Stone Housing. The Hilt would only affect the damage & mobility. The blade could possibly determine the special ability. While the Housing holds the Stone. Regardless of the set-up, only the stone should determine which Quest you would do to Upgrade it (Similarly to Origins, each Element would have its own unique Quest). Once Upgraded the Sword could become like the Reedemer. Where it would always be a 1 hit kill, have a faster Recharge rate, & kill around 6 Zombies per use (Possibly more if the max # of Zombies per hoard changes from 24). This is all off the top of my head, & I'm sure there could be better ways to implement the idea. This idea is amazing, surely it wouldn't be too hard to implement.
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It actually makes me kind of sad knowing that we're going to have super serious goody two shoes Rictofen now because Old Rictofen was just so funny, and I'm pretty sure Nolan North is the main reason behind that. Best quote ever "Ah you're so small I could have you for just a quarter and fit you into my pocket, DEMPSEY GIVE ME A QUARTER!" And I don't believe I've ever heard the theory of the O4 being brainwashed subjects? I'm not exactly sure how that fits into the timeline, would they be who we were playing as in the original maps or were we playing as the O4 or are they the same people? It's really confusing to me and I think I would need to hear more explanation on that.
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It's probably some sort of representation of their sins, if that makes sense. I don't think it has any real connection to the nova creatures other than a similar head. That was Treyarch probably being somewhat lazy with their design, not to say the creature is poorly designed, just that they may have reused this one design they already had.
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I think it's simply a reused sound, the music that played when Old Rictofen opened the teleporter and Young Rictofen walked out in The Giant cut-scene was used in MoTD if I remember correctly. Many things in various zombie maps and cut-scenes have used the same sounds since from way back in the WaW days. There could be some meaning behind it but I personally don't think it means too much.
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When they first showed the character turning, there didn't appear to be any zombies or any other harmful objects, at least not in front of him. So I don't think it triggers when you die, but I do think you're on to something here. I believe it will borrow a lot of mechanics from Afterlife as I've seen the glowing red walls only appear while someone was going all Cthulhu and it's just like the glowing blue walls in afterlife from MoTD. I don't know what role the fountains will play but I'm going to assume we'll be able to do something to them with this new feature. Nice catch!
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Despite the annoying and time consuming process to obtain them all, I absolutely loved the staves from Origins because it gave everyone a wonderweapon apart from the usual raygun. So I'm really hopeful that that's once again the case here, albeit with a less tedious process in getting them or at least their unupgraded versions. I could've sworn while watching an analysis of the trailer I saw two characters holding the blue/white sword at different points in time, which leads me to believe that either there are multiple variations of the sword in the map and not character specific, or that through the ranking system we can perhaps assign attributes to the sword such as how it looks and its abilities.
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It has to be Samuel, there were two quotes from Tranzit that made me laugh so hard I almost couldn't play when I first heard them. The first one was when as Samuel, I got the S12 out of the box and he said, "Hey Misty, I found your vibrator" The second one was when I was running a circle on the cornfield killing a whole train of zombies and Samuel screams something about getting a 4 hour long hard on (I can't remember the exact quote). :lol:
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Yes sledgehammer has now hopped into the cycle of developers for COD, so it'll probably be a long time before zombies rolls back around again once the last DLC comes out for BO2. It's already been stated that Neversoft and Raven Software (I believe) assisted in the development of COD: Ghosts, as per usual anyway.
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I'm not saying this because I'm extremely loyal to Playstation, but I doubt a lot of those features will be incorporated into the next installment of zombies. Even Ghosts looks like regular old Call of Duty with a few new tricks. Not too thrilled about getting screwed over with DLC once again too...
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~Green Run and Turned~
Kill_All_Monkeys replied to Electric Jesus's topic in General Zombies Discussion
Well if we ever get a condensed version of the power area in Green Run, I'm guessing whatever game mode they incorporate in there will tell us something about how denizens were released, the avogadro got trapped, where the bus came from exactly and why the CIA and/or CDC were there. If there is some form of setting in this smaller sections/game modes anyway. -
What's One Weapon That You Miss?
Kill_All_Monkeys replied to EvilHERONeos's topic in General Zombies Discussion
well,the BEST is probably the sliquifier,or the wunderwaffe on waw shi no numa .Or arguably the jet gun pre-patch.But most powerful,and safest?Of course The efficiency of the Thunder Gun is what makes it the best in my mind. You could run relatively fast for carrying a giant cannon, when PaPed it had a decent amount of ammo, always OHK, and technically had the ability to literally kill every single zombie on the map in one blast. The Sliquifer is only truly efficient if you're near an edge, and the DG-2 wouldn't actually kill all zombies and had far less ammo. They're good guns but nothing beats firing off a giant blast of pressurized air that sends zombies flying like rag dolls.
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