• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
[QUOTE=DEMONSKUL;50168329]At least Stardew is content complete compared to KF2 which has a ton of missing stuff[/QUOTE]Whats the deal with people being so angry that Tripwire is still just doing exactly what they've been doing for a literal decade? They made one major improvement this time and its that the game actually mostly runs when you get your hands on it.
I think at this point, the community would rather get frequent buggy updates rather than extremely infrequent bugless updates. With frequent buggy updates, the player base could communicate to TWI what needs to be done, making the time needed to actually test for those things almost instantaneous since the player base will be doing hundreds of hours of gameplay and see the bugs for themselves. It also means that perk redesigns and fixes could get pushed out more frequently since the community would say what's wrong with a perk. But until that changes, we'll just sit here waiting months at a time for small perk changes and whatnot.
[QUOTE=huntingrifle;50177357]I think at this point, the community would rather get frequent buggy updates rather than extremely infrequent bugless updates. With frequent buggy updates, the player base could communicate to TWI what needs to be done, making the time needed to actually test for those things almost instantaneous since the player base will be doing hundreds of hours of gameplay and see the bugs for themselves. It also means that perk redesigns and fixes could get pushed out more frequently since the community would say what's wrong with a perk. But until that changes, we'll just sit here waiting months at a time for small perk changes and whatnot.[/QUOTE] Indeed. A thousand players putting in 50 hours would better find bugs than 10 players putting in 200 hours.
They should just allow everyone to opt into the beta instead of selected few, also this way if you would be too much arsed about things being broken or anything simply just don't opt into it.
You also gotta keep in mind that there's a lot of different kinds of people The few QA testers have a certain mindset that a lot of other players won't have With a lot more different kinds, you can find a middle ground
[QUOTE=Nickolas;50177536]You also gotta keep in mind that there's a lot of different kinds of people The few QA testers have a certain mindset that a lot of other players won't have With a lot more different kinds, you can find a middle ground[/QUOTE] Get a bunch of people from cs:s deathrun and surf servers, guaranteed every exploit will be found in an afternoon.
[QUOTE=Rockeiro123;50177585]Get a bunch of people from cs:s deathrun and surf servers, guaranteed every exploit will be found in an afternoon.[/QUOTE] Whoever finds the most gets a limited edition TF2 hat. Find bugs from other dimensions.
[QUOTE=ZakkShock;50177725]Whoever finds the most gets a limited edition TF2 hat. Find bugs from other dimensions.[/QUOTE] The most ridiculous part is that your idea would probably guarantee that KF2 would be bug free.
[QUOTE=huntingrifle;50177807]The most ridiculous part is that your idea would probably guarantee that KF2 would be bug free.[/QUOTE] You catch more flies with honey, chief.
I found if I jump onto the shrubs on Volter Manor I can die of fall damage from a 2ft drop by getting stuck in the air.
[QUOTE=Squeegy Mackoy;50179031]I found if I jump onto the shrubs on Volter Manor I can die of fall damage from a 2ft drop by getting stuck in the air.[/QUOTE] Have you found any places where you can surf though? That's the real question.
89.8 MB update, but no changelog.
[QUOTE]We're releasing a new patch for clients and servers today. It includes the following changes. Balance Adjusted wave one Zed spawn groups in Versus Mode so that the first wave is more balanced[/QUOTE]
Wasn't the idea of live updates just for those kind of things?
[QUOTE=kimr120;50183483]Wasn't the idea of live updates just for those kind of things?[/QUOTE] Live updates pretty much can just change values, can't add/remove nothing.
At least they're finally doing balance changes regularily
there must be a way to level up really fast in kf2
[QUOTE=Spectre1406;50187630]there must be a way to level up really fast in kf2[/QUOTE] The only legit way is to grind Suicidal nonstop, since its not too hard for a competent team and still yields you a good amount of XP. Or if you want to level up instantly, use Cheat Engine, download the script and edit the values. I would advise you to play normally for about 30 or so hours to learn the rope before trying to boost yourself, though.
Would I be wrong in assuming that you can have more fun the higher your level? Because of the Class bonuses.
I feel like on lower levels perks are so weak that it just doesn't sound too fun Prime example is Demolitionist, since you only get 2 C4 and a lot less damage Let's also not forget less self explosive damage and anti-siren explosives
thats what you get when your design philosophy is to cater to retards who buy shit like a shotgun and AR in the same loadout the entire point of perks/classes is to specialize in one specific thing and be really good at it. If you want to be a jack of all trades and really good at surviving then play medic
[QUOTE=Nickolas;50191605]I feel like on lower levels perks are so weak that it just doesn't sound too fun Prime example is Demolitionist, since you only get 2 C4 and a lot less damage Let's also not forget less self explosive damage and anti-siren explosives[/QUOTE] Don't forget how Support doesn't have shit for penetration when starting out. Couple that with the already lacklustre amount of ammo Support Weapons get, leading to a very lacklustre experience when wanting to play Support on early levels.
[QUOTE=crabxtz;50187641]Or if you want to level up instantly, use Cheat Engine, download the script and edit the values.[/QUOTE] What script?
[QUOTE=GHOST!!!!;50192631]What script?[/QUOTE] [URL="http://forum.cheatengine.org/viewtopic.php?t=581008"]Here[/URL] Choose your desired level, shoot a few zed and get leveled up real fast. It's a bit buggy and requires restarting the game to save the progress.
[QUOTE=crabxtz;50195931][URL="http://forum.cheatengine.org/viewtopic.php?t=581008"]Here[/URL] Choose your desired level, shoot a few zed and get leveled up real fast. It's a bit buggy and requires restarting the game to save the progress.[/QUOTE] This is completely outdated, none of it works anymore
[QUOTE=Nemisis116;50197665]This is completely outdated, none of it works anymore[/QUOTE] I just used it to level up my Demo from 8 to 15, it's still working for me. Have you tried editing the value of your desired level from 0 to 1? Because ticking the box won't do anything.
[QUOTE=crabxtz;50197879]I just used it to level up my Demo from 8 to 15, it's still working for me. Have you tried editing the value of your desired level from 0 to 1? Because ticking the box won't do anything.[/QUOTE] That worked much better, thanks I hate how the classes take so long to grind and don't become fun/useful until like level 15
I never understood why Killing Floor needed a levelling up system in the first place. It feels so discouraging to try playing a different perk from your usual and just see the low levels on it. And the players' preferred perks don't really have to match up, so sooner or later someone is going to have to deal with having worse options than others anyway. Not that I own KF2 or played much of KF1, but the general enjoyment to me, at least, was just in picking a perk, getting a gun and blowing some heads off. The progression system just felt like a restriction that bound me to playing Medic.
It's a difficulty system of sorts. As you level up, enemies of the current difficulty become less of a threat to you. Instead of your gameplay being about trying to survive, experimenting with playstyles and techniques becomes less risky and you'll be learning more advanced gameplay. To get more challenge, you'll need to step up the difficulty which overall keeps enemy strength about the same in relation to your strength, but practically it speeds them up and increases the class differences. This means that teamwork, reflexes and fast decisions become more important. It definitely has problems though. Low level classes are unplayable at higher difficulties even if you are already used to playing high-level high-difficulty. Leveling them up would feel like a senseless grind just for the sake of increasing variety in high-difficulty gameplay. Additionally being of high level breaks the balance at low difficulty, for when you want to play with friends who've just started and whatnot. Tl;dr level and difficulty are both expected increase as you progress, making the gameplay more complex and raising the skill ceiling.
[QUOTE=Talishmar;50198364]It's a difficulty system of sorts.[/QUOTE] It'd be vastly improved in game-altering abilities weren't tied behind a (very long) gradual grind (HP, Weapon Damage, etc) and they just left it to perks to give you quality of life adjustments like reloading, weight capacity, etc.
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