tEfugleskremmel
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Everything posted by tEfugleskremmel
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@NaBrZHunter @Tac I urge both of you to check out this thread I made 3 years ago between Buried and Origins as I believe the research is done is very relevant to the current trend of the narrative. It's in regards to a book I discovered on the shelves in Buried called the Wheel of Life, which is based on real world spiritual mythology. Please check out the thread and the Wikipedia page on the subject as well, as I kept it short and tried to include the most relevant information at the time. I've actually recently revisited the topic, and so so much more of it has become relevant. Ties to the Aether, death, rebirth, power etc.
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ZNS Radios, Quotes, Ciphers, Scraps, etc.
tEfugleskremmel replied to Tac's topic in Zetsubou No Shima
Xbox solidarity! I'm definitely not looking forward to Noah streaming "IT'S LIT, APOTHICAN SERVANT UPGRADE IN ZNS!!!!!!????!?????????!??DAB DAB DAB" videos, that's for sure. Already hating how smug he's been about being the only person in the world to complete the KT-4. Happy for the work he does for the community, but damn could he ever dial some of it back. -
@NaBrZHunter in fact, I did. And it was an excellent read! And I agree with you that the Aether is involved. I believe all of the visions we see as we teleport are of things within the Aether. However, I posit that while this is true, that the Aether itself does not directly influence or dictate the function of the MTDs. Rather that the MTDs are the physical facsimile Richtofen inadvertently created that mimics the function of the Rift. With my earlier theory of the Rift being the "doorways" to other universes/locations, I believe this to make the most sense. My evidence for this is the similarity in which the MTDs work with the Rift portals we see in Shadows. @Tac I believe that quote was from @NaBrZHunter but I did expand on it myself. Otherwise, you'd have to ask him.
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ZNS Radios, Quotes, Ciphers, Scraps, etc.
tEfugleskremmel replied to Tac's topic in Zetsubou No Shima
Well kudos to @certainpersonio for already solving one! And it's fairly juicy as well. I'm on Xbox One, so I've got a while longer to wait and play. But I am way to into the story to ignore it during that time. I will still absolutely be playing it, but in the meantime I will be glued to content to help contribute in what ways I can towards the story. And seriously, Norse mythology, paganism and Lovecraft are all in my wheelhouse, having studied a lot of this in college. So don't hesitate to ask any questions in these regards. Ready to help! -
@NaBrZHunter these theories on time aren't necessarily affected by the existence of the multiverse. If there are an infinite number of universes with our characters existing in each, time, at its normal rate, should exist all the same across the board. We also need to keep in mind, that much of the early time travel, or travel in general, we experience in the storyline was the result of using the MTD's, which are separate from the influence of the Aether and those within it. This, to me at least, actually simplifies things a little as it doesn't involve something we don't fully have explanations on how it works. But I do think that the Aether is the realm between every universe that exists within its own time, as you added, where beings within it are in an almost suspended state of existence. The Rift(s) then is how we travel between the realms through the Aether which is where I imagine Maxis is trapped. Again, I believe time here is also in a stasis. While high concept, it's an elegant solution for how time, relativity and the multiverse work within the narrative.
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@NaBrZHunter This has been the way I've been trying explain it. Thank you. Each time I feel like I'm saying it the way I picture it, I just loop back around to my original concept. Hmm, loops, ironic. I love the idea that events happening within maps are within their own pockets of time. Another thought I've had, that I haven't seen explored is how time works relative to the Aether and those beyond the "Rift". Seeing as neither are described as physical planes, they may also not adhere to how time works in the physical realm. This too could be the reason for Maxis claiming he's been at it for decades. Kind of a reverse to the idea that the events on each map happen in pockets. Where a month/year on earth is like a decade in the Aether/Rift. This may also be why we don't see Samantha as having aged while in the MPD, as clearly time in there is not relative to how it works on our plane.
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@Tac I will absolutely check it out and contribute if I can, cheers. Moreover, if you want to quote or link my ideas posited here to there, I have no problem with that. I wouldn't want to just repeat myself and not add to the established discussion is all. Plus I mainly post from my phone, and it's a pain to do haha. I've also since had a possible revelation about how time maybe works in the zombies universe. That could help explain some of the jumps post Moon. I still like the idea of it being similar to Groundhog Day, but possibly not for everyone. So I'm thinking that time continues on as normal, which is evident in that the sky has cleared up between Tranzit-Die Rise. However, time perceivably resets for the characters each time they are. Seeing as how they never really recall exactly how they got somewhere, this is possible. But this doesn't explain the time between Die Rise and Buried. Given that during the cutscene, we are shown them travelling there. So l loop back to the Groundhog Day theory. That, when they're reset, time does as well. But time carries on as normal otherwise. We actually see a little of this through the function of the Time Bombs in Buried. People like to suggest that the MPD can only move them forward, that Sam didn't have the power to send us back. But Richtofen mentions several times that he knows exactly what the MPD does, given that he heard voices since interacting with it...before Sam even entered it. To me this would suggest he has a much more intimate knowledge and understanding of how it works. It would also explain how he's able to teleport the Tranzit crew to Die Rise and then reset them each time they fail to light the beacon. I know it's convoluted, but it's the best I can come up with at the moment.
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I'd say likely as a fail safe for if the MPD didn't, or what was inside it, "cooperate". And given that Group 935 knows of the Keepers, it stands to reason that they also have knowledge of the Apothicans. So it is also possibly in defense from them. I also have a theory regarding the MPD, but I'd rather flesh it out with some of you before I consider making a post in regards to it. So if anyone would like to help in that regard, feel free to message.
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Further to the point @Doppelgänger made. This post falls into what I like to call the "Skywalker Effect". Where a new significant character MUST be a Skywalker. Despite the fact that in all of the known universe, with an infinite possibility of races and people, for every significant character to be related is absurd. This also diminishes the quality of the narrative, as it is incredibly lazy. In our case, it seems with every new map, there are those in this community that feel every little thing needs to be over analyzed or connected in some fashion, to the point where it will ruin the narrative. Sometimes I ship can be just that...a ship. I literally didn't need to see pictures of the COTD ship to know this was an unrelated vessel. And I agree with everyone here in that you manage to make topics with clickbait titles....in a forum. A two second google image search would've made this topic moot. I'm not being rude, just honest. And please know that you have made excellent posts before that contribute to a discussion. But not everything is a Skywalker.
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@anonymous an excellent point. This could also explain the aesthetic disparity from Green Run to Die Rise. The subtitle, Great Leap Forward, could literally mean an immense lurch forward in time. The only flaw here is the fact that they both occur after the events of the Moon Easter Egg. Given that we have that date of 1996 shown in Die Rise as a point of reference, it is unlikely that the events of Green Run happen as early as the 1960's. It's just unlikely that commerce/manufacturing/marketing would continue as normal for 30-40 years after the Earth has been shattered and overrun by zombies. This would then suggest that the title of Great Leap Forward is possibly in reference to Maxis/Richtofen finally making progress with the beacons. Also, we can't overlook that Misty, Marlton and Stulinger all have a style of dress that's inconsistent with the 1960's aesthetic.
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@PINNAZ I would wager that the events from Verruckt through Der Riese between the date we're given for Veruckt and the end of 1946. Given that World at War has a WWII setting, this is likely. While the last surrender was from Japan on September 2, 1945 it wasn't until December 31, 1946 that U.S. President Harry S. Truman was quoted saying: "Although a state of war still exists, it is at this time possible to declare, and I find it to be in the public interest to declare, that hostilities have terminated. Now, therefore, I, Harry S. Truman, President of the United States of America, do hereby proclaim the cessation of hostilities of World War II, effective twelve o'clock noon, December 31, 1946." So it stands to reason that abandoned WWII era facilities would still be around for that duration, giving us a plausible window of about 16 months for the events of Verruckt, Shi No Numa and Der Riese. However, the one problem, even with this, is that Treyarch retroactively said that Tank Dempsey was one of the marines we play as who is eventually captured and subsequently tested on. Almost all radios thereafter mention the war or turning the tide of the war. So the date given for us for Verruckt must be taken with a grain of salt. With Tanks inclusion, it's possible that it then happens earlier. Given that the major events in the lore describe that Group 935 decided to work with the Nazis to help them turn the tide of the war, this would mean that these events happen as the Nazis were losing the footholds in the war. The allies started to gain ground between 1943 and 1944. So the testing of element 115 on humans as well as the advancement of weapons by Group 935 likely happened the most during this time. So an adjusted timeline for Verruckt would likely happen then. Shi No Numa and Der Riese can still happen between September 1945 and December 1946, as we are there after the events mentioned in the radios. Five for certain will be set sometime between January 20, 1961 and November 22, 1963 as that is the time JFK was president. Given that McNamara and Castro are also present would suggest it would be sometime around the Bay of Pigs (April 17, 1961) or the Cuban Missile Crisis (October 16-28, 1962). Hopefully that narrows it down a little for that map. As well as Ascension as they happen simultaneously thanks to the phone messages. Given that Kino Der Toten happens after WWII, thanks to Richtofens dialogue acknowledging that they have travelled through time from Der Riese. It would be safe to assume that it happens in a window of 1960-1962. Call of the Dead seemingly happens in 2011 as the characters we play as were contemporary actors. I believe our first major instance of not knowing at all when a map takes place is Shangri-La. One might say that since it occurs after the COTD Easter egg, that it would also happen in or shortly after 2011. However the flaw with this theory is that Gary and Brock are still trapped in their infinite loop. And throughout the EE on this map, you travel back in time on multiple occasions. Really muddying the timeline. So either Gary and Brock have been trapped for 40-50 years, or the map occurs in its own state of time (more on this in a moment) given the funky nature of the EE and the fate of the explorers. Moon and Nuketown also have varying times based on little indication. While they happen simultaneously, our only indication of their time is Marltons presence in the shelter. This would seemingly put it sometime during or after 2011. But his being there might also suggest it's even later, as he sounds the same as he does later on. However, this creates a paradox as we later hear Maxis after first making contact with the Tranzit crew and him saying he has been searching for decades. So, either Marlton is in his 40's or he sounded the same as a teenager as he does later. The convenient explanation is time displacement and what not, I guess. All we know for Die Rise is that thanks to an in map poster, it happens sometime after 1996. With Buried happening sometime after that as well. My theory is that, with the exception of Tranzit, we are shown that Richtofen continually resets them when they fail to light the beacons, which to me says they're in an infinite loop similar to Brock, Gary, and the MOTD crew. So they may be teleported to moments in time, and are there until successful. This could also maybe explain Maxis' decades remark, meaning that Maxis and Richtofen have been at this for years which would repeat time for everyone else all the same. Kind of a Groundhog Day type situation. Where with each unsuccessful attempt, time reverts to where they started from, and only resumes when successful. I'd say the only maps in Blops2 we have a reasonable timeframe of are Mob of the Dead (1933) and Origins (1918). This is thanks to the exposition during the MOTD EE and the letters from the field for Origins. Sorry this is so long, and off topic as far as locations and mapping goes. @PINNAZ raised an interesting topic that I couldn't resist to weigh in on. And I believe that dates are also important for mapping it all out. Hope any of what I covered helps!
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I think the resemblance of the Keepers to the crawlers is just incidental. It's possible that Group 935 maybe spliced in Keeper dna into their experiments. But until we're told so, this is just speculative. In my opinion it's just a convenient resemblance that people are retroactively using to explain something in the Zombies mythos that never had much explanation. Like is said, while its possible, it's not probable. Just connecting dots that aren't there. Now, for the Shadowman. He's very clearly based on the H.P. Lovecraft character, Nyarlathotep. He is one of the Outer Gods in the Cthulu mythos. He is described as such: "Nyarlathotep differs from the other beings in a number of ways. Most of them are exiled to stars, like Yog-Sothoth and Hastur, or sleeping and dreaming like Cthulu; Nyarlathotep, however, is active and frequently walks the Earth in the guise of a human being, usually a tall, slim, joyous man. He has "a thousand" other forms, most of these reputed to be maddeningly horrific. Most of the Outer Gods have their own cults serving them; Nyarlathotep seems to serve these cults and take care of the deities' affairs in their absence. Most of the gods use strange alien languages, but Nyarlathotep uses human languages and can be mistaken for a human being. The other Outer Gods and Great Old Ones are often described as mindless or unfathomable rather than truly malevolent, but Nyarlathotep delights in cruelty, is deceptive and manipulative, and even cultivates followers and uses propaganda to achieve his goals. Nyarlathotep enacts the will of the Outer Gods, and is their messenger, heart and soul; he is also a servant of Azathoth, his father, whose wishes he immediately fulfills. Unlike the other Outer Gods, causing madness is more important and enjoyable than death and destruction to Nyarlathotep. It is suggested by some that he will destroy the human race and possibly the earth as well. Brian Lumley described him as the emanation of various Great Old Ones and not an actual being, thus explaining his variety of forms and functions." - Wikipedia I'd say that's a pretty accurate description of the character. And would easily explain why he continues wearing his outfit even after revealing himself. Plus it would serve as an equal parts intimidating and petrifying experience for anyone who'd see it. As for his appearance in his actual form. I feel the similarities to the Keepers is either, again, coincidence or, as Treyarch tend to do things on purpose, a red herring meant to make us look in the wrong places like questioning the actual intentions of the Keepers. Which many did in abundance before the release of DE. Just a thought.
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The Unwritten Rules Of Zombies(Voting Open)
tEfugleskremmel replied to Boom115's topic in General Zombies Discussion
This one is a touchy subject. I used to play that way but stopped when it resulted in death several times due to having to wait on people reloading and tossing out there Monkey Bombs etc, so now I just call out Max Ammo and if time permits, I leave it, but if I am at risk, it get's grabbed straight away. I have also got in to serious verbal arguments with idiots who start screaming that they lost out on 30-100 bullets because I did not give them time to reload, despite the fact that they STILL got shit load of ammo for free regardless. So... this is not an unwritten rule in zombies. It is just a kind gesture if it proves possible to hold off while team mates reload, but not worth dying for. I second this. Thou shall attempt to communicate the presence of max ammos with as much time as one can safely allow before it is consumed in a holy manner. That's more of the sentiment I was aiming for really. Just the courtesy of letting everyone know its dropped, and if everyone has the time to reload that's why you mention a reload. If you have to grab it because its running out or the zombie dropped it right into you then clearly that's okay. -
The Unwritten Rules Of Zombies(Voting Open)
tEfugleskremmel replied to Boom115's topic in General Zombies Discussion
-Thou shall play with thine contemporaries, squeakers be damned. -Thou shalt not covet thy neighbours points by shooting over their shoulders. -Thou shall not lead crawlers near those who've gone to use the facilities. -Thou shall not blame thine teammates for downs related to your own poor tactics. -Thou shall only spam the box in order to acquire Easter Egg specific weaponry. -Thine perk/weapons load out should reflect thine skills, not thine vanity. -Thou shall not acquire nukes while building points in early rounds. -Thou shall always ask everyone first to reload before acquiring Max Ammos. -Thine own ability to survive is often more crucial than reviving a downed team, no need to be a hero. -Thine stats are incidental, thine team/objective comes first. -
I loved that the diversity of the maps dictated using different strategies for each one. I also liked that crawlers died if you just left them, it made your choices early on have a higher impact on the time you had to do things at later rounds when egg hunting. I know I'm in the vast minority on this subject, but personally, they nailed it in BOps II. Every map was sprawling, beautifully detailed yet layed out in such simplicity. Mob Of The Dead is the go to prime example for its elegance. It is the perfect map, it brought new features, phenomenal characters and story as well as building on map elements from Tranzit and Die Rise. It was massive with new modes of transportation and buildables like Tranzit, and featured some verticality with points to drop off to lower levels of the cell blocks as well as the vertical spiral in the citadel. Mob Of The Dead is the pinnacle of BOps II Zombies, but really, this instalment had everything I had hoped for, regardless of what most other think, I was completely satisfied. There was map, weapon and character diversity from start to finish. As far as the story of the N4 is concerned, I really think the unanswered questions were just the beginning for them. You can't tell me Buried was the end for these characters, and we are likely in for a treat in the next instalment. Hopefully everyone's irrational hate boners for them will have subsided enough to understand how stories are told and accept that we weren't told everything in an effort to make these characters stories more dynamic as it goes. All said, the overall legacy of this round of Zombies will be that Treyarch got very ambitious, added a plethora of new features and mechanics where previously it was just turn on power, buy perks, run in circles. Sure, it wasn't perfect as a whole, but it is far superior than its predecessors. Hopefully with time, more people will agree with me, until then I'm content to play my favourite instalment in this saga over and over until we get what's next.
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Decided to go for Little Lost Girl with randoms. It actually didn't go to badly at first. We got pretty far before all the shenanigans started. So we had a couple crawlers and we started the step where you unleash the multiple Panzers. The two squeakers in our group foolishly crossed paths with their Panzers and were downed instantly, our other guy made a decent go of it taking out a couple Panzers, but the explosion from the last one killed the crawlers....so the round started, wave 27. Needless to say the squeakers were down fast, both trying to get Jugg at the same time. The other guy got himself trapped in the tunnel next to Jugg avoiding Odins foot. So I was left with the remaining 6 Panzers and all the remaining zombies. I did very very well, took out 4 of the Panzers. Had myself 3 upgraded weapons and monkeys, ran routes around the excavation site, down the mud path into the trenches and back up.....then I got cocky. I decided to try and use Freyas foot to immobilize the remaining Panzers and take care of a horde. So I run to the footprint, turn around, put some rounds into the Panzers to weaken them, look up to shoot the foot....right as I pull the trigger, I get stepped on. Game over.
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That alternate tank route must lead down to Tranzit.....you know, where that maps alternate route was. :roll:
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[ENDING CUTSCENE] Some things people overlooked...
tEfugleskremmel replied to camason24's topic in Origins
MurderMachine, A buddy of mine and I were discussing after watching the cutscene the possibility that the cutscene itself takes place in Samanthas imagination, kind of like Sucker Punch. Sort of a coping mechanism, a way for her to escape the grim reality that she is trapped in someone else's body during a zombie apocalypse. Seeing as she occupies the body of Richtofen, as well as them both having experienced the Aether, this would then explain the existence of Eddie, as they are connected in a way. That or Eddie is just sort of an opposition she's created in her head, an imaginary friend of sorts. If you still think I'm crazy, then I point you to the final line in the cutscene, where she alludes to her father "having a plan". If she is indeed trapped, as was said at the end of Buried, then this would support my case. She is assuring herself that he is coming for her. One thing in the original post that really caught my eye was whenhe said that people have overlooked all of the historical elements and how Samantha would have knowledge of them. The two things that support this are the characters of Five and Call Of The Dead. Now historically while the characters in Five would have been alive before WW2, they were far from having the political positions they occupied at the time of the map. As for CotD, well, none of them were alive at the time. This would all have to make Samantha some sort of extraordinary Nostradamus type of figure if the cutscene were canon. As for objects in the room from these maps, I can only recall seeing the Golden Rod, which was also on Moon......so there's that. At the end of the day, I believe that the cutscene, and Origins for that matter, are a classic misdirect, meant to keep us looking at the wrong things until the next iteration is released. Yes, there are flaws to this theory, but it makes infinitely more sense to me than saying the cutscene is the end all be all.....that's just laziness in my opinion. -
Your Favourite Map With...
tEfugleskremmel replied to Flammenwerfer's topic in General Zombies Discussion
-Favourite layout? Wow, where to start. For me it's a toss up between Moon and Buried. Each are unique in that they bother cater to any style of play for surviving long rounds. Buried gets the slight edge for the maze. It adds a degree of difficulty to surviving, no windows to fix, one available perk that unless you have the space for it or got it for free isn't helpful. And once you've pack a punched your weapons, that's it unless you get a fire sale. It's as close to a bare bones area to survive. Plus it always changes, brilliant. I really did love that once you're used to the anti gravity Moon it can either help or hinder you. -Favourite starting room? Five. I just love the layout. Great for building points for getting to the lower levels. That element of getting to kills zombies in one of the most secure buildings on the planet is really cool to me. Once you start it really a had that authentic 1960's Americana feel to it. -Favourite map with the best wall weapons? Die Rise. I love always having at least one wall weapon in my load out for access to ammo when I get to higher rounds and max ammos become more scarse. Having Mule Kick really helps with this, that way I can pull a gun from the box, carry the Sliquifier and have a decent weapon (AN-94, AK-74U or PDW-57) with access to ammo when I need it. The same can be said for Buried, but Die Rise brought this combo of wall weapons and Mule Kick first, plus I love the map. -Favourite map with the best Wonder Weapon(s)? Moon or Shangri-La. Who doesn't love shrinking a horde of zombies and then just punting them across the map. Then there's dual wielding a WW, that puffs up a horde of zombies until they eventually float until the explode. Just pure fun for both. -Favourite way to access the Pack-a-Punch? Tranzit and Mob of the Dead. For Tranzit, I love that your have to have great timing and know what you're doing. Also you can't just leave a crawler alive, again, there's that added level of difficulty I crave in maps. While most find this map shitty and annoying, I like that the maps mechanics force you to hurry, you can't just be a trainer to do it, you have to act responsibly and think before you just do what's easy. For MOTD, again, a range of difficulty. You have to accomplish elements of the story to access it, and when you do it feels that much better. -Favourite map with the best traps? Shangri-La. The mud pit and spike traps don't cost you points and can come in handy in a pinch while also not totally benefitting you sometimes, plus Shangri-La is just a brilliant map. While most don't like it because it doesn't cater to the incredibly popular training technique the way other maps do, I love that aspect. The eight perks give you plenty of variations for what you choose to go with, PaP requires you to actually do something within the map to access and the more you play it the more you get used to the layout and steps required to be successful on it. While most just shrugged it off because of its difficulty I played it more and more and enjoy it every time. -Favourite map with the best special enemy(enemies)? Shangri-La and Moon. Multiples kinds of special enemies that effect the way you play and have consequences for getting to close. Max ammos are great and all, but if you're really desperate for ammo, there are wall weapons.....and Mule Kick. -Favourite way to get the Free Perk power-up? Moon. Great Easter Egg, phenomenal reward. Once you're done the EE it is so much fun to just run around from area to area with all eight perks. This is when I'll just start taking whatever the box gives me, even if its crap, it's fun to see how long you can last with a China Lake, Dragunov and Spectre rather than just doing high round with LMGs. I like to challenge myself, makes the game far more fun and interesting. I didn't choose any WaW maps for simple reasons. While they're all good in their own rights, the crap zombie AI and hit or miss knife mechanics in WaW can be frustrating and ruin your experience. Kino and Ascension are just too easy to really stand out for me. Call of the Dead has a great EE, great WWs and a fantastic layout....but having to babysit George most of the time is extremely annoying. It's not a difficulty thing, and the reward for killing him is pretty good, maybe not worth all the points and ammo you spend to do it though. It's that when you do finally kill him, he just eventually comes back and you're back to taking care of him anytime you or a teammate need to do anything. Plus I get sick of his quotes after a while....just annoying. -
10/10. Great map, so much to do. Had to change up a lot of my strategies for surviving longer on this map. Things that work really well on prior maps don't work as well on this one. As for the 2000 points lost for getting hit by the ghosts. I think it's fair. If you think the map is easy and that 2000 points is unfair or too steep, then you've missed the point of them then. They're meant to force you to be wise with your points. I usually deposit all my cash in the bank before I go through so that I lose like 100 points tops. Brings me to the maze. Excellent feature, just a brilliant addition to the game and my favourite place to survive, because it is hard, especially by yourself. And if you go through the mansion with as little points as possible, you can hole up pretty well at PaP until you have enough to upgrade your weapon. Just a very well put together map with, in my opinion, the best replayability since Moon.
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I think the instance where you only lose one perk after being revived/brought back next round has to do with the navcards and tables. This seemed to start happening for me only after having built the tables and carrying multiple cards. At the moment I am carrying the die rise and buried navcards. Not sure if this is this reason as I cannot reverse the process to test this, but as I said, this loss of one perk on downs thing only started happening for me immediately after having built all the tables, used all the cards and continued to carry two cards. Hope this helps in some way.
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Anybody consider that the space between "living" and "stone" is on purpose? That it is referring the 115? You know...that almost life force element found in stones that reanimated corpses? Maybe it just a 115 mining facility, going through sedimentary rock to find any 115 left over from meteors that pummelled the earth millennia before. While it could be a location, as for relevance to the storyline as a whole, logically it makes more sense that its a 115 facility. This would also explain why zombies from the 1800s exist in a town buried within the mine in the current timeline....you know, from all that 115 in the ground.
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Sidequests Complete, and are the N4 Dead? [SPOILERS FOLLOW]
tEfugleskremmel replied to bagel_'s topic in Buried
If they bring the O4 back for the final DLC I will be pissed. It just would not make sense, at all. You'd have one map, ONE, to explain what they've been doing all this time and how they got back. The part in the infinity round where Richtofen says "this is your future" I do not believe he is indicating that they die at Buried, but they will if they help Maxis. Maxis even says it himself that the Earth and its residents won't survive. This massive hard on for the O4 is frustrating. Everyone complains Treyarch took too long developing the current characters story. Have you ever read a book, or seen a movie/tv show? Remember the first time you did? They never tell you everything at the beginning. That's just bad storytelling. We've now had 3 maps with these characters and now have a lot more info....but not all of it. Would be pretty stupid to just end them now, you know, without telling the whole story and all. If we see the O4 at all in this final DLC, I'd hope it was as non playable characters at the end. You could wrap up this part of the narrative while ending on a cliffhanger for the next game. Or maybe they're just dead and we should just accept it. -
ATTN Treyarch (Please fix) - Green mist + Paralyzer is OP
tEfugleskremmel replied to Dahniska's topic in Buried
I think the problem is the the ranking system paired with the leaderboards. The only reason anything is ever OP is because these strategies help achieve higher rounds while affecting rank. Personally I'm not a fan of training, it's boring and really isn't indicative of skill. You can run in circles for hours? So the fuck what. I like having fun when I play, running from area to area, using weaker weapons, not using double tap or pack a punch. It's more of a challenge to have to weave your way in and out of oncoming threats while using the entire map and its features rather than exploiting the zombies predictable paths. And there is definitely merit to camping, as someone said earlier, isn't that the point? Survival? Don't know about you, but in pretty much every zombie movie, our heroes M-O is to find a stronghold and defend it by any and all means. I think Dawn of the Dead or 28 Days Later would've been pretty dumb if it was just a couple of hours of our protagonists running in circles until all the zombies were dead. It's not a glitch, not and exploit and not OP weapons. Just smart strategy. Get over it. -
There's a strong possibility the next DLC will be all zombies. In BO1, the game came with 14 multiplayer maps and 12 through DLC for 26 total. So far we have the same for BO2, Nuketown 2025 is a bonus map which brings it to 27. This might leave room for an all zombies final DLC, just speculation though.
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