Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
I imagine it'll come back after they finish the game.
Oh Jeeze, it really has been four months since Gunslinger, hasn't it? I though SS was delayed just for some 'tweaking', with the balance changes delayed because apparently four months isn't long enough time to rework two other classes
[QUOTE=Cpn Crunch21;49973071]Oh whatever happened to the nvidia flex physics thing? I remember a while back they removed it because of performance issues, but did they mention if it's coming back?[/QUOTE]
They're working on it, but it's been giving them a lot of difficulty. They've got Nvidia helping them out, so hopefully both teams can make it work soon.
I seriously wonder what's holding up this game so long. Is the art style hard for the dev team to follow and duplicate (in a timely manner)? Are they testing stuff despite the fact that that's what we're supposed to be doing? Are they turning all attention to fixing Nvidia flex? Is it because of the lack of staff members? What?
They're a smaller studio working on two games, and both of the games kinda emphasize attention to detail and balancing. Eg. Gun animations made at 300 or so FPS for kf2/ Historical accuracy for the vietnam game
[QUOTE=LolzMan1325;49974571]I seriously wonder what's holding up this game so long. Is the art style hard for the dev team to follow and duplicate (in a timely manner)? Are they testing stuff despite the fact that that's what we're supposed to be doing? Are they turning all attention to fixing Nvidia flex? Is it because of the lack of staff members? What?[/QUOTE]
They're working on their vietnam game, KF2 is most likely on the backburner for now, or has been for a few months.
[QUOTE=usaokay;49974585]Separate teams.[/QUOTE]
Must be a 85/15 split then. Making a few weapons really wouldn't take that long with the amount of people they have, and studios do shift resources to hurry things out.
Yet still they have problems like having a gun in an update make the gunshot equivalent of a wet fart, and their sound guy getting offended that people don't like his "Totally accurate" sound.
A couple of things:
* Rising Storm 2 (the other game) is being worked on Anti-Matter games, the same ones who worked on the original Rising Storm; though TWI is also [url=http://www.risingstorm2.com/overview.aspx]listed as a co-developer on their site[/url]
* They recently lost one (or some) of their gameplay programmers and are [url=http://steamcommunity.com/games/232090/announcements/detail/970893970525461479]looking for new staff[/url], which includes designers, developers, and a lot of artists
* Perhaps the gameplay portions are done for Sharpshooter, but there are not enough animators to polish the gun animations? The "Hiring!" post makes it sound like they've [i]only[/i] just finished the LAR model and started finishing the Crossbow
* While development is supposedly separate for KF2 and RS2, we're unsure about what resources are being shared between the teams (ie. developers, animators, etc)
* UE3.5 (as they call it) is constantly being polished and changed; perhaps this means new things in store for RS2 that the KF2/TWI dev team needs to hand-hold the RS2 team through
* TWI does an internal holiday game jam during January, which is where the unofficial mods that I've posted earlier are coming from, and sorta implies actual work is put off to keep themselves sane and push out some neat ideas
I FINALLY GOT IT TO FUCKING WORK.
I had to copy some random ass .dll file to some random ass folder and it started working. I don't even know how that did anything but it worked.
[QUOTE=SuperDuprKyle;49974907]I FINALLY GOT IT TO FUCKING WORK.
I had to copy some random ass .dll file to some random ass folder and it started working. I don't even know how that did anything but it worked.[/QUOTE]
So.. it just works?
[t]http://2static.fjcdn.com/pictures/Todd+jesus+i+got+bored+and+made+this+hope+it_5d79c0_5642597.jpg[/t]
[QUOTE=SuperDuprKyle;49974907]I FINALLY GOT IT TO FUCKING WORK.
I had to copy some random ass .dll file to some random ass folder and it started working. I don't even know how that did anything but it worked.[/QUOTE]
weird... reinstalling should've fixed that, if you deleted all the left over files after telling steam to uninstall the game
[QUOTE=honestfam;49974602]Must be a 85/15 split then. Making a few weapons really wouldn't take that long with the amount of people they have, and studios do shift resources to hurry things out.[/QUOTE]
Honestly a game the size of KF2 probably only needs 15 people to make it. It isn't like their new Vietnam game, which requires a ton more resources to develop. The groundwork for this game has already been set up. The only problem is the time it takes to add new content.
The thing is, we don't know what the bottleneck really is in their workflow, which is why it's more frustrating. If it's internal beta-testing, then that's such a waste of everyone's time.
Got kicked because I was too high for normal
I was just level 13 on my perk, and even then how the fuck does it matter?
It this a thing now, to kick people who are "too high"?
Surely they wanted a challenge on the "normal" difficulty mode even though it should be called "easy" because it technically weakens zeds from their base statline. I hope they lost.
I almost got kicked on a normal because I wasn't allowing the zeds to "group up properly" and the guy got mad that I was getting a lot of kills. I think he was a demo or something, lol cmon man just find another spot to yourself. All he has to do to get kills is come next to me and shoot his rpg at the mob. I will never understand people who get upset in a coop game, especially on a normal.
The worst thing that people do in this game to piss me off is when it's the early waves so you're good to go solo if you want, but no matter how hard I try to get the fuck away from people, someone will always follow me
[QUOTE=DEMONSKUL;49984256]Got kicked because I was too high for normal
I was just level 13 on my perk, and even then how the fuck does it matter?
It this a thing now, to kick people who are "too high"?[/QUOTE]
Friendly competition is a thing and having someone 10 levels above(especially if they could just switch to an unleveled perk) ruins that competition.
Then again I haven't played a single game on normal.
[QUOTE=kaskade700;49985456]Friendly competition is a thing and having someone 10 levels above(especially if they could just switch to an unleveled perk) ruins that competition.
Then again I haven't played a single game on normal.[/QUOTE]
So basically it's a dick waving contest thing?
I wasn't stealing his kills and I wasn't in the top, so again, why does it matter?
I play Normal with high level perks because it's more fun than dying all the time
Seconded.
Especially on wave 10 when seventy-five flesh pounds spawn together. Great balance TWI.
You shouldn't be punished just because you like to just play without having to care too much about every little thing
Besides Perk level never equals skill level, you can be high up and still fuck up a lot
[QUOTE=DEMONSKUL;49985495]So basically it's a dick waving contest thing?
I wasn't stealing his kills and I wasn't in the top, so again, why does it matter?[/QUOTE]
If you're playing on Normal/Hard with some friends and are all trying to level, when a Level 25 comes in, spins through his selection of Level 25 classes to show off how much time he spent on the game (or cheated), who then proceeds to soak up all the kills and be a nuisance - yeah, it's annoying.
Like I can kinda understand it in Hard, but Normal's a bit silly. Then again, I don't blame people when the game is currently balanced to punish anything that isn't full coordination on higher difficulties with large zeds. If people aren't mashed together and on the ready, that obnoxious double-Fleshpounder w/ cheese combo will usually destroy any pub team and winds up being a slogging kitefest with a high chance of death.
My issue right now with the current community is the lack of sharing resources. This game is unbearably punishing if you join beyond wave 3. And ammo spawns are non existent. You don't start with enough cash to be useful and the players that are rolling in cash can't even spot you 50. You will always be a tier or two behind what the wave will send at your team. Usuall this devolves into, if you join late, become medic or berserker because they are generally self sufficient.
I dont really think you should have been kicked for being 25, but I understand it, because with a 25 in a game it turns into a steamroll if you have any sort of experience with the game, unless you purposefully gimp yourself.
[QUOTE=Doom14;49987548]If you're playing on Normal/Hard with some friends and are all trying to level, when a Level 25 comes in, spins through his selection of Level 25 classes to show off how much time he spent on the game (or cheated), who then proceeds to soak up all the kills and be a nuisance - yeah, it's annoying.[/QUOTE]
Generalising people isn't a good thing you know
Not every single 25 is doing it to boast
Again, Hard is unbearably unfun unless you got a team that can stand their ground
I just want to shoot things man
[QUOTE=Nickolas;49986035]I play Normal with high level perks because it's more fun than dying all the time[/QUOTE]
Sometimes I get the feeling that Tripwire balanced the entire game around Normal Mode and that they just rammed in some random shit for the higher difficulties they don't play on anyway.
In the entire 11 months the game is out, they apparently still think that Suidical Mode is balanced by fucking spawning around two dozens of Scrakes and Fleshpounds at the last wave, and a bonus three Fleshpounds and two Scrakes once you reached the last ten zeds. And that autorage is a perfectly fine, fun and balanced mechanic. It fucking isn't. Especially when Fleshpounds seem to rage randomly even before you get down to the last ten zeds.
Are they going to put Fluids back as it was before? It feels unsatisfying to shoot zeds since they removed it
And what's this logic anyway? "It doesn't work well for some, so let's remove the option for EVERYONE, even those who could run it fine"
I find more higher level people on normal than I do on hard, and I partly believe it's because of the bad exp spread. It just makes mathematically more sense to play normals than hards. If you are a higher level, you can beat normals that much faster, thus getting everyone that exp faster, killing the boss faster, etc. This game is terribly boring from perk level 0-10, even up to level 15 sometimes, so I don't mind someone higher level helping me finish up a normal in a quick pace. It also doesn't help that waves 1-5 on long is boring as hell, and is basically just 'save up money for those big guns for big zeds' waves.
I think the failure of hard is that it takes just too much teamwork to win. The point of suicidal and HoE is to formulate a legit team and work together well, but for some reason hard also needs a well oiled machine to complete. I'm not sure the exact mixture but I think you guys know what I mean. How sometimes you join a random match and all of you just 'click' and do well. Well, that's the team difficulty that hard should cater to, but instead it's a little too difficult and even good random people who join in will lose because even that isn't enough. I really do believe it comes down to scrakes and fps being bulletsponges, it makes them way too difficult for even 3 people to coordinate and kill let alone 6. I think that was the good balance in kf1, how 3 people would focus the big zeds and the other 3 can handle the trash and switch on or off from attacking big zeds.
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