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[Theory] How Call Of The Dead DLC 4 will play into AO and ultimately ending the story

I have made a post similar talking about this but I wanted to do a much shorter version for a quick read.

So. Due to leaks we know Cotd is going to be DLC 4, and that buried tranzit die rise will follow for DLC 5. We also know that the "Great War" and "Killing Monty" will likely be in the intro cutscene. (Due to the massive scale of the great war, there is no way the call of duty engine would be able to handle it)
And then we will get teleported to Cotd. So how does this happen and how does it tie into ending aether?
Well, our best theory right now is that Ultimis Richtofen will ultimately betray us and teleport us to Cotd as we are destroying the aetheagartha. We can come to this conclusion as we know how selfish this richtofen is and the fact that he knows he is screwed if they succeed. (Funny because MrDalek came out with a video today with a similar conclusion, but he got the Ultimis Richtofen betrayal through quotes between characters on AO)

Ultimis Richtofen teleports us to the house, and he will also teleport us away to cotd last second.
(He can teleport due to his experience with the aether, hence how he can do so over the course of the black ops 2 story)

On classified there is a cipher which details a list of things Ultimis Richtofen had ordered to be done. One of these is for a polerization device (aka. tower from bo2)
to be built at the hanford site.
(Note: Maxis activating the towers and destroying the earth is cannon. So it doesn't make any hence why they would change this very important story detail)

DLC 5 will be Tranzit, Buried and Die Rise will take place between DLC 3/4. And will be the Victis crew activating the towers for Ultimis Richtofen.
(They are out of the cyrochambers now as nuketown has been nuked, meaning the drill is destroyed. The cyrochambers are powered by the drill as we found out in gorod krovi)

We also know that "The Way Through" Consists of the vril device, the elemental shard and the towers. (Picture on classified wall)
And that Ultimis will Prevail whilst Primis will fail.
(Note: The VR-11 is also powered by a shard which brings things back to life......)

The story will seemingly end with the other characters dying. Resorting them to "Awakening the test subjects" which was a major plot point throughout bo3 which we have heard plenty of over that games life cycle.
submitted by Nanikos to CODZombies


My Issues With BO4 Zombies, and How to Fix Them (WARNING: Opinions Inbound)

Hey guys, I'm gonna try and make this post a bit more polished and more comprehensive than my last one. I left out a lot of things, and I also feel I didn't do a good job explaining my opinions and fixes as well as I could've. Here goes.

  1. Perks One of the major issues with BO4, in my opinion, is the perk system. First, and I'll touch on it more later, is the level up aspect of perks. There's no justifiable reason I should have to play for days and days just to reach level 42 and unlock PHD Slider, when I used to be able to just boot up Ascension or Call of the Dead and buy it for 2000 points, no muss, no fuss. Now, the price is doubled, it was nerfed considerably until a recent update, and still one has to play for a ridiculous amount of hours to have the ability to reliably buy the perk. Awful. I suggest removing perks from the level-up rewards and giving them to all players at all times, regardless of level (the way it's always been). Secondly, the usefulness of certain perks is questionable. Jason Blundell said numerous times that the motivation behind the perks in this game was to eliminate the need for "crutch perks" like Jugg, Speed, Solo Quick Revive and Double Tap 2.0, but all he's really done is given us two new crutch perks (Stamin-Up and Dying Wish) and replaced the rest of the ensemble with laughably useless secondary perks, such as Victorious Tortoise, Timeslip, Bandolier Bandit and more. I'll touch more on Stamin-Up later, but my main point here is that the new perks are changing people's gameplay, but not in the way I think Treyarch intended. In my opinion, I think they need to issue out minor or major buffs across the board to almost all perks. For example, I would buff Tortoise by increasing the shield's durability and protective abilities when it's on your back as well by a bit, instead of just when it's pulled out. Just a thought.
  2. Movement Movement has been such an integral part of zombies over the years. It began simply as "juking" zombies in Nacht der Untoten, evolved into training them, and has stayed pretty consistent since then. But for some reason, Treyarch decided to try and disrupt this system by changing numerous things in-game. First, the difference in players' vs. zombies' speed has been decreased (at least, it seems like it) to the point where I feel at a significant disadvantage without Stamin-Up. Second, the slide mechanic is a hollow shell of its former self. More often than not, it actually becomes a burden to slide, since it's slower than sprinting in this game and can often leave you crouching and slow, resulting in hits and downs. I thought the movement in BO3 was the best its ever been in zombies, and is one of the reasons I consider it to be the best zombies experience. If there was ever a zombie in my way, I always felt pretty well equipped to either juke it out, or finesse my way through the horde. In BO4, however, through a combination of a ruthless zombie AI (which will occasionally send a zombie on a different path than the rest of your train just to mess you up), clumsy hit collision, a huge range of attack from almost all zombies, and slower and more limited movement options, I think the game has become much harder in an un-fun way. My suggestion to fix this is to either buff the player's speed in comparison to basic zombies, speed up the slide velocity, increase the duration of said faster slide, and/or fix zombie pathfinding. In previous titles, Stamin-Up was usually my number 5 perk, just outside of the main four, so I'm happy to incorporate it reliably into my loadout. But what I'm not happy about is a feeling of dependence on it just because I feel like I'm so constricted in my movement otherwise.
  3. Level-Up Progression I love the idea of a level-up system in zombies. I loved displaying my shotguns in BO2, I prestiged numerous times in BO3, but in BO4...I don't think I'll ever prestige. I've been max level for a while now, but every time I'm about to press the button and prestige, I remember the awful starting weapon that is the Welling when compared to the strife. I remember how awful the Vitriolic Withering is without PHD (which, by the way, was never an issue in BO2 because THE VITRIOLIC WITHERING NEVER DID SPLASH DAMAGE TO THE PLAYER BEFORE BO4) and I decide to hold off on prestiging. I simply don't feel like losing the (incredibly broken) Strife starting pistol, or the Mog, or even access to all my perks. It's simply not worth it. And there are people who disagree, and argue that multiplayer has it even worse with prestiging. But that's not the point. Zombies has always been a drastically different game, and I'm sure no one would argue that, but just in the way tiny different items affect gameplay. It's because of the Strife that on Blood of the Dead I can easily turn on the power, and dispatch two Wardens with ease on round one. It's because of PHD that I can carry a Vitriolic Withering and continually revive my "casual" friends who go down 20 times per game. My point is, the level up system was perfect in BO3, with unlocked access to classic gums and weapon kits. But in this game, I feel too much is given and/or restricted to the player through the level progression. In my opinion, I would remove level restrictions on all perks, and honestly I'd remove anything but the welling as a starting weapon to bring back that classic-zombies feel. I don't need a shotgun on round one in the Mog, or a stiletto knife that can carry me through the first five rounds. While it's nice, it disrupts the flow of most games.
  4. Elixirs and Talismans Gobblegums were a huge point of contention in BO3. I completely get why. But I adored them. Why? Because they were 100% optional, but also RIDICULOUSLY useful. If I wanted to play a game with my casual friends and didn't want to have to worry too much in a game, I'd simply pop a perkaholic and enjoy casual zombie-killing. If I wanted to do a serious easter egg run, maybe I'd use a couple classics but nothing more, and feel the awesome reward of getting that totally free and EARNED perkaholic. I did this so much, that literally my SETUP in Der Eisendrache was completing the main easter egg to obtain all the perks. All in all, I think gobblegums were great, but I see why some/many people disliked them. With elixirs in BO4, I feel like Treyarch only listened to the people who viewed Gobblegums negatively, as well as their shareholders with the reworking of Monty's Factory in the labratory and the creation of talismans. I don't have a direct issue with Talismans, but its a clear example of Activision trying to squeeze the zombies community of every penny it has. If they make the elixirs underwhelming, but attainable, but suddenly add this new shiny (arguably) OP mechanic in Talismans, the community will want to spend more money. It's very scummy, and I wish they'd just remove Talismans as a separate category and make the existing talismans into elixirs. Also, I think the elixirs they do have currently are a bit...awful. Not only did they take the best classic gobblegum in BO3 and turn it into a paid-elixir, they also added a bunch of useless ones into the mix. I get it, you don't want to have another year of Shopping Frees and Perkaholics, but don't pretend that these elixirs are actually good. There's no reason that Wall Power, a middle of the road gobblegum, should become a top-tier elixir. Remove the ones you don't think worked, and add some new ones in place of them. It's not that difficult. I'm genuinely angry when I see a golden vial poured, only to have it be a Max ammo. It's a bit insulting, to be honest. Hours of gameplay, usually about 3-4, only for about 3 *attempts* at a...single use max-ammo power up? Seriously? The new ones they added are a bit better, but I think elixirs, especially the Epic and legendary ones, should be made much stronger.
  5. Health and Regeneration I was on the fence about considering Quick Revive another "crutch" perk in my opening section. The health regen in this game feels so slow and sluggish, and I'm not a fan of having to use a perk slot to remedy this issue that we never had to deal with in the past. With an overwhelming amount of features in BO4 zombies, I have this feeling that Treyarch tried to deal with criticisms of BO3 being too easy by removing useful features (gobblegums, fast/varied movement options, fast health regeneration) that the community relied on and loved, maybe even without knowing it. I would recommend increasing the rate of health regeneration, and decreasing the amount of time it takes to begin regenerating health (perhaps increasing normal levels to where quick revive is now, and then buffing Quick Revive). On the opposite end of this, I also think that there's a certain...difficulty missing from the early rounds. In previous games, the first rounds were always still a bit chaotic, because without Jugg in the early rounds if you're hit twice/thrice (BO3), GG buddy. I'm not a fan of the starting 200 health. It seems to remove a bit of the early game sense of urgency and alertness I loved in zombies. What I think could be done is setting the initial spawn-in health to 100 (two hits) and then after the first pest/hellhound round increasing it to 150, then at round 10 or the second pest/hellhound round to the full 200, or even 250 like in BO3. I think this would increase the difficulty of early rounds, while at the same time still eliminating that need for a Juggernog perk.
  6. Points I never met a single person who complained about the points system in zombies. It allowed skilled players to milk early zombies for extra points in exchange for extra bullets (zombies on round one could be farmed for upwards of 200+ points per zombie in maps with the standard starting pistols, sorry SoE), but still making money tight in the early game (ignoring Shopping Free). For this reason, I'm still surprised at the decision to completely rework the point system in BO4. Was it to slow down early game point gain and, once again, make the game more difficult? Whatever the reason, I beg Treyarch to change it back to the way it's always been. It might actually make the Welling pistol a bit more useful again, since it could be used to get more points out of early zombies than the strife or Mog.
  7. Accessibility to Casual/New Players I was lucky enough to join the community between WaW and BO1. I first fell in love with zombies playing Nacht at a friend's house, and later buying an XBox 360 to play Kino der Toten with my friends. The maps were so simple, and so easy to jump into, despite having a good amount of content and replay-ability to them. These days, it seems like Treyarch has thrown all of that out the window in exchange for "more is better." There's a very good and very obvious reason Der Eisendrache is regarded as one of, if not THE best zombies map in recent memory: It's SIMPLE. Power is as simple as a switch again. Pack a punch is literally pressing X/Square/F, 2 times in different places around the map. The wonder weapon requires you to feed zombies to obvious dragon heads. The upgrades are optional, yet still fairly simple. There are only 3 kinds of enemies (keeper boss excluded) And the map has a simple, yet beautiful layout and atmosphere. Nowadays, I have an insanely difficult time convincing those same friends to play zombies with me, because it's simply too complicated anymore. Pack a punch requires you to hallucinate on some crystals, or kill 4 gladiators and grab their skulls, or drain the souls out of zombies and then blast a Volt-A-Meter...you get the point. Zombies was fun because it allowed us to just chill with our friends, not stress about how to get the pack a punch machine open before round 20 if you've never played the map before (I'm a veteran zombies player, and I honestly exposed myself to zero gameplay of Dead of the Night to see what I could figure out on my own. It took me until round 19 to figure out how to open Pack a Punch. This is getting ridiculous). Again, my point is that more complicated does not equal more experience. I know map development is already almost finished for the BO4 DLC season, but I'm just holding out hope there's at least one map in there that can capture the community the way Der Eisendrache did, a perfect blend of casual and complexity that appeals to both new and old zombie players alike.
  8. Conclusion I really feel like Treyarch half-assed this zombies experience. The solutions to old problems are half-baked at best, and they put little to no effort into marketing the zombies part of the game (as seen by the absence of literally ANY promotional material for Dead of the Night and Classified). It's like they want this community to die out. I've never seen the community this quiet in a Treyarch Call of Duty year, and there's a definite reason: the game simply isn't as good as previous years. It's not as innovative as BO3. It's not as adventurous as BO2. It's not as casual as BO1. I want this criticism to fall on the ears of those who care. I love this game, I love this community and I love this mode. But the actions Treyarch have made in bringing BO4 to the table as a product are nothing if not simply disappointing and lackluster. I wish I didn't have to post this, but I can't sit by and watch the community I have grown to love over the past 8/9 years go into decline (in my eyes). There are obvious solutions, both on the mechanics side and the community side, that must be addressed in order to save this game, and maximize its potential. I want to love BO4, I really do, but as of right now I can't. And it makes me sad.
submitted by zjeskin to CODZombies