Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
[QUOTE=DEMONSKUL;49771031]I'm already at this boss ATM[/QUOTE]
I heard the best strategy against it is to kite it until another update comes out.
[QUOTE=EvilMattress;49770774]I feel like if they actually planned everything out ahead of time and set goals they could actually work with everything would've been fine
It's like they're just making everything up as they go.[/QUOTE]
Speak of the devil: the most recent WWAUT says "Hiring!" :v:
[editline]19th February 2016[/editline]
"we have recently lost one of our gameplay programmers"
oh well that explains quite a bit
[QUOTE=LolzMan1325;49772773]Speak of the devil: the most recent WWAUT says "Hiring!" :v:
[editline]19th February 2016[/editline]
"we have recently lost one of our gameplay programmers"
oh well that explains quite a bit[/QUOTE]
It also says they're rebalancing Hans and working on changing his extremely aggrevating problems. Yay!
I'll post it in full then if noone else is...
[quote]Welcome back to the latest edition of What We Are Up To. Today I want to talk about some changes moving forward as well as introduce something new to that list.
For those who don’t stalk my posts or hang out in the Steam chat for Killing Floor 2, we have recently lost one of our gameplay programmers. This has caused us to have to rework our current production schedule while we actively look for a replacement (if you know anybody, we are hiring! - [url]http://tripwireinteractive.com/jobs/[/url] ) When we know how this will all play out with our next content drop we will let the community know.
But that hasn’t slowed down our team making new content: A sharpshooter favorite, the lever action rifle has been modeled and textured and is making its way into the game! Below you will find the first render I could bribe out of our weapons artist:
[t]http://media.tripwirecdn.com/021816/lar.jpg[/t]
The crossbow will be following it in shortly as it gets finalized and our scope feature finishes coming online.
Now also coming with these two weapons is a new map we’ve been working on. Imagine yourself rushing to escape the dark as the freezing cold and the zeds approach. A walled and fortified looking structure offers perceived safety. But how long can you survive in this old Soviet era relic. Welcome to the Prison.
[t]http://media.tripwirecdn.com/021816/prison.png[/t]
Something else I want to touch on today is another longer term change we are looking at (that may take some time to materialize) - a refinement pass on Hans. Beyond looking at his melee damage which we know the community has more immediate concerns about we’ve been looking at the overall battle flow and how we can improve it. This is an outline of what we are investigating:
The primary change would be to allow players to interrupt the Hans healing phase potentially shortening or stopping the heal from happening. Along with this change we are looking at changing up how he chooses to engage players when he decides he wants to heal, mixing it up from a straight rush into his chosen target. Our goals here are to make players feel more invested in all stages of the combat while keeping it exciting and challenging.
Until the next time, stay safe![/quote]
I really don't like the wear on the lever action, looks really pixelated for some reason? Really good that hans is getting a revamp, hope it's a substantial one
[QUOTE=The Rizzler;49772797]I really don't like the wear on the lever action, looks really pixelated for some reason?[/QUOTE]
Considering this is the first render, they might still change that texture around.
I wonder what the bribe was.
''If I give you the render, you have to stop sending me Candy Crush requests.''
''No deal.''
They lost a gameplay programmer? That's kind of the biggest news I saw in that, hopefully they can replace it with somebody that's able to work with UE3 that way. Hopefully it's also not Tripwire blaming it on him.
[editline]19th February 2016[/editline]
Still, I get a nice KF1 vibe from that map though. Love the greenish orange lighting.
Map reminds of Foundry(is that the name?) of the KF1. Looks cool
[QUOTE=KayoDuck;49775034]Map reminds of Foundry(is that the name?) of the KF1. Looks cool[/QUOTE]
Update page says it's called "Prison", supposed to be a Russian one I think
[QUOTE=ZombieDawgs;49774844]They lost a gameplay programmer? That's kind of the biggest news I saw in that, hopefully they can replace it with somebody that's able to work with UE3 that way. Hopefully it's also not Tripwire blaming it on him.[/QUOTE]
Seems okay, Yoshiro said the guy left to pursue a PhD.
[QUOTE=LolzMan1325;49775938]Update page says it's called "Prison", supposed to be a Russian one I think[/QUOTE]
So a gulag then?
[QUOTE=Mr. Someguy;49776885]Seems okay, Yoshiro said he left to pursue a PhD.[/QUOTE]
Hans motivated him to become an actual German mad-scientist.
[QUOTE=Vodkavia;49777229]The LAR isn't the same without the tang sight, that was like a big part of what made it iconic to me.[/QUOTE]
While I also liked that sight, I think the change is alright because its absence will allow us to see the hammer cocking back from working the lever more clearly.
[QUOTE=Mr. Someguy;49776885]Seems okay, Yoshiro said he left to pursue a PhD.[/QUOTE]
Oh Yoshiro was the gameplay programmer? I thought he just lead community support.
Nice to hear I guess. Maybe he'll pop up here again sometime.
Edit: rate me bad reading
Yoshiro said that the other guy, aka the gameplay programmer, left to pursue a PhD*
Can't say I blame him, with how toxic, impatient, and entitled the Kf2 community is I too would want to leave and do something more productive in a less stressful environment.
I can't tell if you're being serious or not
I'm being serious.
Explain to me how Kf2 is nonfunctional and how tripwire are dishonest?
Why did they choose to "Add content" through skins? In a normal, already-finished game skins are just a cash-grab, but with KF2 it's an excuse for "more content".
I don't know about everyone else, but I'm sick of seeing skins on every game, they add almost no actually value to the game, and if anything it deters people from making custom replacement models (which actually look nice) because everyone just wants skins.
[QUOTE=huntingrifle;49780675]Why did they choose to "Add content" through skins? In a normal, already-finished game skins are just a cash-grab, but with KF2 it's an excuse for "more content".
I don't know about everyone else, but I'm sick of seeing skins on every game, they add almost no actually value to the game, and if anything it deters people from making custom replacement models (which actually look nice) because everyone just wants skins.[/QUOTE]
Right now weapon skins are a popular trend, they don't hurt game play at all and people can simply choose not to get them if they don't want them. People still will make models and I'm willing to bet there will be a community weapon pack in the future just like in Kf1.
[QUOTE=Vodkavia;49780753]they're dishonest because they oversold their ability to develop the game, in the FAQ they stated they would, under good conditions have the game be done by the end of 2015.
Nonfunction was wrong, but I think the thread's talked to subject of perk viability to death enough that maybe you can see where I was going.[/QUOTE]
[quote]Approximately how long will this game be in Early Access?
“Until it’s done...
No, we're not kidding. We know we’ve all seen games hit Early Access and seemingly never get to the point of Full Release, but our goal is to have KF2 out before the end of 2015.[/quote]
They did not say that they would have the game out by the end of 2015. There are no promises being made here. Their answer to "How long until release?" has always been "Until it's done"
A meta is always going to come about, certain classes are always going to be better than other, especially now that there are more classes and there's more overlap between classes.
As for dishonesty I can't deny that they were wrong about their release date. But games take a long time to develop and it can be hard to put a timestamp on when you're going to be done. The fact is even in it's current state they could've just labeled it "Done" at the end of last year, and nobody could really argue otherwise, but they didn't and they continue to work on it. If you want true malignant dishonesty look developers like Code}{atch, that just blatantly gave up and released the buggy mess that is StarForge, while beginning a new game with many of the same features as StarForge. Or look at Chucklefish with Starbound, they're still in beta after what, 3 years? And what they are trying to do is arguably less technologically inclined. The fact is we've got it relatively good with Tripwire all things considered, and it DOES bother me how people seem to think otherwise, being outright hostile and impatient.
[QUOTE=benzinxrm;49780713]Right now weapon skins are a popular trend, they don't hurt game play at all and people can simply choose not to get them if they don't want them. People still will make models and I'm willing to bet there will be a community weapon pack in the future just like in Kf1.[/QUOTE]
With completed games like CS:GO and TF2, at least the base game was there and skins were used to attract attention and increase the lifetime of the game. In KF2, it felt more like TWI was saying "We need to make content so that the playerbase is still active until the next big update, why don't we let the community do the work for us?".
I think the biggest issue with KF2 is that Tripwire made some really poor development decisions and had no real clear direction in the beginning.
[QUOTE=benzinxrm;49780649]Explain to me how Kf2 is nonfunctional and how tripwire are dishonest?[/QUOTE]
Any game with microtransactions is automatically a shit game and the developers don't care and also they hate you. :v:
[QUOTE=Mr. Someguy;49781310]Any game with microtransactions is automatically a shit game and the developers don't care and also they hate you. :v:[/QUOTE]
You joke but, Any game with microtransactions prioritised over actually finishing the game should be setting off alarm bells, it's hardly reactionary and dramatic to be annoyed about something like that.
I like KF2, but my favourite class from the first game still isn't done, one of the current classes is useless, the progress on content really has been very slow, and yet they are already charging for gold plated guns and fancy masks?
It's logical for a company to set up that cash stream early to maximize profit in the long run. After all, they need money to keep the lights on at their headquarters and to keep their employees at their desks. We also know that the people who model and program weapons and other content are not the people who designed the trading floor system and implemented it. Even if there was overlap, the effect on content production would be minimal.
[QUOTE=fulgrim;49781556]You joke but, Any game with microtransactions prioritised over actually finishing the game should be setting off alarm bells, it's hardly reactionary and dramatic to be annoyed about something like that.
I like KF2, but my favourite class from the first game still isn't done, one of the current classes is useless, the progress on content really has been very slow, and yet they are already charging for gold plated guns and fancy masks?[/QUOTE]
The department responsible for creating graphical assets is not the same as the department responsible for balance changes and new classes. Steam already has a very comprehensive SDK for random drops and crates that is very easy to plug into, which I assume KF2 is using. As a result cosmetics are, as is often the case, a result of the art team not having anything better to do while the software developers get to work
And no, before you even ask "perhaps the art team can help with the new update"... fuck off... fuck RIGHT off! The art team will do everything they can to the latest project target, when it was around the rise of the incinerate and detonate update, very few new assets were needed after the update shipped. heck the people responsible for modelling the patriarch and the people responsible for making weapon textures are two separate groups, so while Johnny was making sure the boils on Kevin's arm were the right shade of green, Susan had nothing else to do beside slap digicamo on the AA-12 and call it a day. Susan can't much around with Johnny's models else it might screw over Johnny's workflow. Conversely once Johnny is done sculpting Kevin's buttocks he can't REALLY put doshcamo on one of Susan's guns as Susan has her own project goals to follow and would rather not other people poke their noses in what she's doing.
Now if while Susan was waiting for Johnny to finish up with Kevin's denim jockstrap and made a few silly camo patterns for the microwave gun and it linked to the steam SDK for item drops that let tripwire rake in a few extra pennnies, is that so much of an issue? It's efficient use of staff is what it is, rather that sit on her hands Susan can contribute to the project without meddling with other project aspects.
It's NEVER a case of one person = one unit of universal labour. No doubt if tripwire though that micro-transactions would heavily impact the progress of KF2's development they would not have done it. I would wager that progress on KF2 would be as slow now, with or without the micro-transactions.
[QUOTE=slashsnemesis;49780802]They did not say that they would have the game out by the end of 2015. There are no promises being made here. Their answer to "How long until release?" has always been "Until it's done"[/QUOTE]
they scheduled the console release for the end of 2015, basically saying it would be done by then.
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