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ETEl2NAL407

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Everything posted by ETEl2NAL407

  1. It could be worked chronologically in order of appearance and either Giant Robot, Panzer Soldat, or Templar/Agarthan Zombie would be last.
  2. I don't think you understand, actually. The only reason I mentioned it here is because the discussion and userbars are nearly wrapped up, but discussion is still continuing about whether we use tallies, bottles, or shields. It was a reiteration of my suggestion for those and how they could work with post count. I do seem to remember.... So, this makes me think using separate images with the same userbar but a different amount of tallies, bottles, shields means HW is exploring a way to make that progression that I mention work (at least that's what would make sense to me). Though thanks very much for being all up on my ____. Love ya Grill.
  3. Just to reiterate my suggestion regardless of which we choose from (tallies, bottles, shields). I'll refer to them as Icons for the time being... Only use 10 total and divide by the total number of posts within the Tier. I'll go ahead and do the math based on a Tier structure similar to one suggested earlier, but reworked to be easier mathematically 01-10 = 1 Icon per post 10-30 = 1 Icon per 3 posts 30-80 = 1 Icon per 5 posts 80-140 = 1 Icon per 6 posts 140-210 = 1 Icon per 7 posts 210-510 = 1 Icon per 30 posts 510-1000 = 1 Icon per 50 posts 1000-1600 = 1 Icon per 60 posts 1600-2300 = 1 Icon per 70 posts 2300-3200 = 1 Icon per 90 posts 3200-5000 = 1 Icon per 180 posts 5000 = Full perks constantly
  4. A lot of the glitches in BO:2 require the use of a Tramplesteam to get into. Now, this method only works to prevent glitchers, not really get back at them, but basically just carry a part with you at all times. They can never finish building the Tramplesteam and won't be able to get into their glitch area, however, when they finally realize someone is holding that last piece on purpose, or they think the game has glitched on them and the part didn't spawn, they will most likely quit.
  5. The perk bottles were never meant to signify rank, but post count. My idea was a cumulative system scaled to the rank, at low ranks just a couple posts get you another perk. At high ranks, however, it may take you 100 posts before you see another perk added, but once you acquire all perks your next rank increase comes as a new userbar and a new rank. We've all played an RPG at some point, I'm sure. So you rank or level up your RPG character by gaining Experience points. Once you reach a certain amount of experience points, you gain a level. The higher the level you are, the more experience points it takes to increase another level. In our case, the levels would be represented by the userbar and the experience points would be post count. It's simple to do mathematically once you arrive at your rank thresholds. Simply take the total number of posts within that rank, e.g. 1,000-2,000 posts, then divide by the total number of perks we will use. If it's 10 (just to make it simple), every 100 posts adds another perk bottle. The order of the perks really doesn't matter, but I would go with an order of least popular to most popular, or least used to most used. Possibly could even work chronologically as they were introduced in-game AND in what order they can be obtained in-game. So, the first four would quite obviously be QR, Jug, SC, and DT. I would only use 10 and omit the least popular ones such as Vulture-Aid, Electric Cherry, Der Wunderfizz, etc.. So, the award is not a perk bottle, but a new rank. The perks are only there to illustrate your progress towards the next rank. I suppose tallies would work as well, but I just think they're too plain and perks have not really been showcased any other way on the forum. So, I think this is a great way to do it.
  6. Exactly. We want to use the userbars too so if you have the high detail of that, the avatars that us CoDZ users do well, and the large, graphic-like shields, I just think it's too cluttered with images. Overkill. Something should be toned down to a more simple means of illustration. My thinking is the bottles accomplish this. I see what they are and if I look closely enough I can make out what perk it is, but it can also blend into the background too and the balance actually accentuates the meaning behind the perks (post count) and the userbar (tier group). Otherwise, they lose significance because they're all highly detailed and nothing is special. I'd like to see the smaller perk icons, maybe like you'd have in game? Just a color and the simple icon?
  7. This is perfect if you ask me. We don't need to see them clearly, just enough to get the idea they're perk bottles. Shields look like everyone else likes them more, so we should go with that, but I think they're too big and take away from the avatar. If we add in the Zombie groups as well, the user bar will be too busy. Too many graphics, whereas the bottles are more like a simple icon than an actual graphic. Does that make sense?
  8. I don't think we should include human in the list. All zombies or mutants. Denizen Nova 6 Crawler Jumping Jack Hellhound etc...
  9. Much better, but I think leaner would still be better. Low profile, rather on the fat side now.
  10. I think I'll have better luck asking my girlfriend. Lmao
  11. I think the bottles looked great on the post by Festo...What happened? Lol... The shields do look better if you can't get the bottles like Festo did, but what would a whole rack look like?
  12. Character specific skills are great as long as they remain with the player, regardless of character. Like perma-perks, but maybe more impactful. There actually is a difference in BO:2 with the EE's. Stuhlinger hears Rixhtofen, Russman hears Maxis. Also the Who's Who/Ballistic Knife part of the Die Rise EE.
  13. I'm getting some BO:2 in before work today, if you're down HMU on XBL

  14. Samantha didn't time travel. Agartha for our characters is not the Vril-ya Agartha in reality. It's our reality, the real world. Our characters are just toys personified by Eddie and Samantha, so Samantha is not travelling time when she speaks to them in Origins. The story is also linear and doesn't have any alternate dimensional branches. If the EE is completed in Origins, none of the other maps occur. If the EE is not done in Origins, every other map occurs, but it's ultimately just a two children playing with dolls and creating a story. When we begin to play Zombies, NDU and on, Origins has already happened. It's a flashback map.
  15. The Perk Bottles look great, they turned out as well I could be expected, but I'm confused why you can't make tier images changing the perk bottles? Just use the same Zombie group, but make several images with the different perk bottles and set those images to the post count trigger?
  16. And with those quotes, therein is the cycle. Origins is true as to what it is, literally. Perception changes from in-game characters to us (players). Agartha is our dimension. If we break the cycle in Origins, the truth is revealed that it's a children's game and nothing more, but what are those sirens in the background? However... All the other maps are meant to illustrate what happens when the game is played out fully. Eddie helps Richtofen. Sam helps her dad Maxis. When each one is in control (they directly reference eye color in the cinematic) they try to hurt the other one and foil their plans. If you match that to the in-game happenings and replace the supernatural with the game, it really all makes perfect sense.
  17. I have a feeling bottles might be too small to look right, but whether symbols or bottles. I think we need to know how many we can use? There's 10 stars, so I can imagine 10 bottles replacing those. If we use more perks, we'd have to make the individual images smaller, right? Maybe too small to use every perk. At this point we'll have to just try a few and see what looks best, I guess.
  18. I think we should do just 10 perks, fill the bar as you post, then when the bar is full the next thing is a title, just the text and a fresh perk bar again. Now which perks in which order? QR DT 1 or 2 SC Jug PhD StU MK DD EC WW Just a suggestion, maybe color coded would look better aesthetic-wise?
  19. That could be mixed with the zombie title if we can control how many posts = how many stars (perk bottles), so you have a level within a level, so to speak. So if it's... Human 0-100 Posts Then you could acquire a perk bottle for every 10 posts. Then Crawler 100-250 Posts you acquire a perk bottle every 15 posts. So on and so forth. Is it possible to do it that way and specify at how many posts a star(perk) is added?
  20. I don't think we're travelling back in time for Origins or MotD, we're just being shown what happened. A Flashback. So, If we assume that time travel only occurs during in-game, we can have this timeline. Origins MotD NDU Verruckt SNN Der Riese KDT Ascension CotD SRL Moon NTZ GR GLF Buried I also don't think Treyarch left large holes in regards to time travel. This is why I don't think travel into the past is actually ever achieved. Apart from SRL, when it happens at this mystical temple. The MDT is not capable of travelling backwards through time, only forward, so our O4 never travel back in time. Origins, is not the result of time travel...It's what happened back then. At that point, the O4 have never met and the battle between Maxis and RIchtofen has not begun. In the opening cutscene, the O4 do meet and due to the battle happening around them are forced to work together and survive. If you heed the calls of this Lost Little Girl, you're changing history because she is affecting it from the future much the same way the mystical energies of SRL allowed the O4 to travel back in time and help Brock and Gary. There is no evidence that we ever travel backwards in time except for that.
  21. That sounds awesome, actually. Brains= Zombie Title Perks= Post Count I'm sure Rissole could rework his tiers with brain count in mind?
  22. I honestly think it looks too cluttered that way... My idea would be to leave it the way it is, but replace the stars with perk bottles and as a new rank is achieved, the perk bottles change. I suppose a zombie rank could also be given, but to have a large image right below your avatar makes it look cluttered. i.e. Low ranks maybe have just 3 little QR perk bottles, but once you get enough posts, you'll see like 5 DT1 perk bottles and you could have a new title as Nova 6 or whatever. I think it looks better illustrating your level of achievement with more stars/perks instead of just getting a new rank image. This would make it seem like more of a progression.
  23. Perk Bottles that change once you reach a certain threshhold. 0-100 = Quick Revive 100-500 = Double Tap I 500-1000 = Speed-Cola 1000-2000 = Double Tap II 2000-3000 = Juggernog 3000-4000 = StaminUp Maybe divide a little more and add: Who's Who, PhD Flopper, etc..
  24. I enjoyed BO:1 Solo. I could work the map at my own pace, didn't have to worry about people robbing my kills or diverting my trains. A much more technically efficient game, as efficient as I can be. However, it became boring easily. The reason I do not go for high rounds is beause my capacity for boredom is not high enough. I'm bored enough by level 15 Solo and have done everything cool by that point in any given map. Though, I enjoyed it for BO:1. As for BO:2, mundane tasks were included into the experience, not created by trial and error in gameplay. Building things, waiting for elevators, buses, tanks, clearing debris, activating generators, etc.. There are so many tasks which must be completed to advance the game, the task of actually surviving in the game becomes secondary, to me. I lose focus. Doing it with friends is great because they usually do it for me while I focus on slaying. Now, in BO:1 I didn't have to worry about doing so much and could just kill zombies. To me, this is pure zombies. So overall, Yes I enjoyed Solo in BO:1, but in BO:2 not so much.
  25. I was thinking of little zombie figures instead of stars.
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