Black Ops 2 Director Reveals Multiplayer Details Regarding Deathstreaks, Leveling, and More

As Fall is coming within the sniffing range of gamers, the first-person shooter lovers are readying themselves up, saving bucks and all for Call of Duty’s freshest release which arrives in mid November.

But hey, who wouldn’t want a few heads-ups from the official guy-in-charge of Black Ops 2 before we actually have a grab on the anticipated sequel to 2010’s Black Ops.

Being generous as ever, the folks at OneofSwords caught Game Design Director David Vonderhaar for a lengthy podcast interview, picking his brains about what will and will not be featured in the multiplayer mode of the game.

One little element that is both hated and loved for legitimate reasons is the Perks feature in multiplayer modes of many of the previous Call of Duty games. The more competitive-oriented multiplayer gamers have complained over the past many years regarding the notorious perks like Last Stand, Second Chance, etc. Vonderhaar had a few things to say about that:

“There’s no Second Chance; there’s no Last Stand, there’s no Final Stand. There’s no combination whatsoever of perk or deathstreak that puts the guy in the “downed” state in multiplayer. It’s still used as the revival state in Zombies when you get downed. But it’s not in multiplayer — there is no perk and there are no deathstreaks, so there is no Final Stand or equivalent of it. Absolutely not. Please stop yelling at me.”

Ignoring the fact that Vonderhaar got a little touchy towards the end of that little revelation, question-asking continued on as Vonderhaar detailed the earning, looping, and kill streak reward system that is so far being implemented:

“Let me tell you where this is right now, and it’s something we are pretty happy with at this point. It does wrap around, but you can’t earn more than one of a type. Let’s say you took UAV and Counter UAV. If you earned the UAV then earned the Counter UAV, you’re going to start buildingagain for the UAV — but if you haven’t spent it, if you haven’t called it in or activated it, you’re not going to get a second one.

You’re just going to get notified that you’re back at that part of the chain. You would definitely want to activate those scorestreaks so when you loop, you’ll get them again. It’s not like Black Ops 1, which is they just keep going forever and you effectively have to die to loop. You don’t have to die to loop at any point; you’ll just keep looping.”

He also had a few things to say regarding aggressive players, and also the gadget leveling system:

“When you start at level 1, you will start leveling up and you will get to level 4. You will unlock create-a-class and you will have four unlock tokens, one for each level. You will then have a range of things you can spend those unlock tokens on — but not everything.

By the time you’re up to level 55, you have — surprise — 55 tokens. So along the way, you’ve been deciding how to spend those tokens on content that’s been level-gated. Level-gated content includes all the weapons, all the perks, all the equipment — tactical and lethal grenades — as well as the wildcards. Those things are all level-gated and they all require tokens to unlock.

Bam, I’m level 55, I have 55 things from anything that was available in create-a-class — but only 55, because you only get 55 tokens and there’s over 100 pieces of content. That’s 1 through 55. You go and you Prestige…the way we’re looking at this right at this moment in time is, because you’re Prestige, you can pick out one of those things and hold on to it as you continue through the Prestige progression. So 1 through 55 is set in stone, we’re happy with it. What we’re working on right now is making sure Prestige feels just as good.

There are definitely events, particularly in objective-based game modes, where you are going to get more score for being on the aggressive side. For example, capturing a flag required you to get a flag in the first place.

Those things are harder to do than, say, sitting at the back of your base, defending your flag. So those aggressive-style actions usually award more score, in general, because guys who are out trying to do those things die a lot more than the guys at the back of the field.”

Of course, that’s only a small portion of what Mr. Game Design Director had to say. If you’re looking for the full details, you should really check out the podcast.

Do remember though, that the game is still in development, and all the mentioned features and changes are subject to change.

Cheers, OneofSwords!