Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
[QUOTE=Doom14;50200589]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.[/QUOTE]
I liked the older system in a way. The old system just straight up made the perk stronger without the whole "pick obvious" skill. The damage bonuses got bigger and reload bonuses slowly got better too. Over all, the new system feels off with everything locked behind a level wall.
In Kf1 Level 6 support got a 60% increase to shotgun damage, level 25 gets you like 30%? Made 40% with an additional perk.
Every seperate level up in KF1 felt huge. In KF2 leveling up:
Going from 13 to 14 in flamebug? You get 1% in certain stats- but 14 to 15 goes from 1 to 100 really fucking fast with Zed Shrapnel.
Ruins the pacing of the game for me, id much rather grind it out.
As long as it doesn't require me killing a small city's worth of Stalkers in a competition against my teammates.
Plus Firebug grinding point is not even a grinding issue. That's an issue with not having skills balanced between perks.
Demo is still shit though, I mean I love blowing the shit out of everything, it's great fun, but god damn the perk bonuses are shite, I mean I'm using weapons that don't exactly have much ammo, I can deal with that, but we need more bonuses, like for instance, make it so using the Grenade Launcher always explodes regardless of how close they are to you, give more Health and shit, faster reloading.
[QUOTE=GHOST!!!!;50201567]Demo is still shit though, I mean I love blowing the shit out of everything, it's great fun, but god damn the perk bonuses are shite, I mean I'm using weapons that don't exactly have much ammo, I can deal with that, but we need more bonuses, like for instance, make it so using the Grenade Launcher always explodes regardless of how close they are to you, give more Health and shit, faster reloading.[/QUOTE]
On Contact should extend to all weapons imo
After having used the script to boost nearly all Classes to either 15 or 25, the game feels so much better to play now.
its why I always get classes to 25 when they come out. yea it feels bad, for like 6 seconds, but playing the classes at their peak feels so much better than slogging through leveling for hours and hours for the little bit of gratification you get at every level.
Gunslinger is actually fun at 25 rather than feeling like a waste of space.
Demo is still a right joke early game, though.
[QUOTE=Depe;50201270]In Kf1 Level 6 support got a 60% increase to shotgun damage, level 25 gets you like 30%? Made 40% with an additional perk.
Every seperate level up in KF1 felt huge. In KF2 leveling up:
Going from 13 to 14 in flamebug? You get 1% in certain stats- but 14 to 15 goes from 1 to 100 really fucking fast with Zed Shrapnel.
Ruins the pacing of the game for me, id much rather grind it out.[/QUOTE]
2 things about this though:
1. you needed to grind [B][I]A LOT[/I][/B] of shit to level up just once. it's one thing I like about the new leveling system is that it doesn't take years to level up one perk
2. they gave you huge bonuses like 60% increase to shotgun damage because that's how the game was built, 60% more damage was necessary because higher difficulty zeds had fuckloads of health. in KF2 it doesn't need to be like that anymore because that's not how they built the game this time.
[editline]April 26th, 2016[/editline]
To prove point #2, Fleshpounds in KF1 had 5906 body health on Hell On Earth. In KF2 their body health is 2325 on Hell On Earth.
i liked the grind in kf1 more than 2
maybe because it was the first time, maybe cause the game was better, who knows
[QUOTE=LolzMan1325;50203831]2 things about this though:
1. you needed to grind [B][I]A LOT[/I][/B] of shit to level up just once. it's one thing I like about the new leveling system is that it doesn't take years to level up one perk
2. they gave you huge bonuses like 60% increase to shotgun damage because that's how the game was built, 60% more damage was necessary because higher difficulty zeds had fuckloads of health. in KF2 it doesn't need to be like that anymore because that's not how they built the game this time.[/QUOTE]
Kf1 FP - 5900 HP on HoE
Kf2 FP - 8200 HP on HoE + spinny bullshit and permarage
Kf1 rank 6 shotgun meatshot: 392
Kf2 rank 6 shotgun meatshot: 245+25% (306)
nah. KF2 has shit balance
I don't know about it taking a shorter amount of time to fully level a perk. It took me about 200 hours to level up every perk to level 6 in KF1. So far in KF2 with 200 hours I've gotten 4 perks to max and two perks that are 20. They're pretty much equal grind-wise in my experience.
Wow i just found out that Husks are pretty much walking bombs
Shoot their backs, and they'll explode
Get too close while its health is critical, it'll self-destruct
[QUOTE=Empty_Shadow;50203849]i liked the grind in kf1 more than 2
maybe because it was the first time, maybe cause the game was better, who knows
Kf1 FP - 5900 HP on HoE
Kf2 FP - 8200 HP on HoE + spinny bullshit and permarage
Kf1 rank 6 shotgun meatshot: 392
Kf2 rank 6 shotgun meatshot: 245+25% (306)
nah. KF2 has shit balance[/QUOTE]
to add on top of this good players had pre-established strategies to fight Zeds because they were predictable. In KF2 there is no strategy anymore besides holding down MB1 and aiming at the head. They removed the scrake strafing thing as well.
Why don't we have a game with solid mechanics that don't rely on grinding 30 hours to actually enjoy?
Leveling should add some sweets to the class instead of making us grind for vital skills.
Something like starting with t2 weapon or getting 50% more ammo from pickups.
[QUOTE=Hammer7;50204072]
Something like starting with t2 weapon.[/QUOTE]
So KF1's lvl5 and 6s
SOmeone was complaining about Demo, I usually take sharpshooter pistols for my back-up. works well, I live and lvl up. also contact grenades are nice.
[QUOTE=Monkeytracks;50204709]SOmeone was complaining about Demo, I usually take sharpshooter pistols for my back-up. works well, I live and lvl up. also contact grenades are nice.[/QUOTE]
Now ya see the issue is that why would I want to rely on an off perk weapon when playing as a perk? If I'm going to be using pistols most of the time I'll play Gunslinger and consider packing some C4.
Perks that improve off perk weapon damage just flat should not be in the game.
[QUOTE=RenegadeCop;50204727]Playing the game should unlock characters and maps, or trader weapons. not nessecary skills.[/QUOTE]
That's an even worse suggestion, imo.
[QUOTE=RenegadeCop;50204727]Playing the game should unlock characters and maps, or trader weapons. not nessecary skills.[/QUOTE]
That's a horrible idea
[QUOTE=RenegadeCop;50206782]Why is that?[/QUOTE]
You're dividing players by what they unlock and forcing players to grind even more to unlock shit that would be extremely useful to them. If you locked away weapons like the MWG or Pulverizer, players would not be able to deal with large zeds that already have shit health & player damage balance.
having to unlock weapons would only work if you leveled as fast as you do in cod, aka really damn quick. or they had an overabundance of weapons for each class. as it stands, I dont really care for kf leveling in general, because I already know how to play hoe, so I shouldn't have to suffer with 10+ hours of grinding through hard when I dont want to play hard at all then. it kinda helps you learn the class but a lot can change for every 5 levels.
I'd also bet there's not gonna be a lot of good feedback if you lock player customization behind a big level wall
It's one of the reasons that GTA Online is annoying
In general I just don't like leveling systems in anything outside of dedicated RPGs.
[QUOTE=RenegadeCop;50207061]What about sidegrades? Like weapons in chivarly
Maps would be bad, especially with all the community maps.
Mmm i love me some unlockable characters and assesorirs though. From acheivments, that is.[/QUOTE]
Achievements for cosmetics like they did for KF1 (Baddest Santa, Chicken Commando, etc.), I wouldn't mind, but affecting actual gameplay elements, no.
[QUOTE=Doctor Zedacon;50207252]In general I just don't like leveling systems in anything outside of dedicated RPGs.[/QUOTE]
dito, i hate it when fps have rpg elements, it usually means it's shallow shit, like +10% ammo capacity, or you have to grind to unlock the fun stuff.
[QUOTE=Rockeiro123;50207424]dito, i hate it when fps have rpg elements, it usually means it's shallow shit, like +10% ammo capacity, or you have to grind to unlock the fun stuff.[/QUOTE]Exactly, its for artificial longevity and for false reward. If you're worried that players won't be satisfied at the end after a few matches, make it so they gets levels and challenge completion shit so there is something new and flashy popping up in their face to make them feel good. Worried your game isn't all that enjoyable in the long term? Lock away interesting gear behind a 100 hour grind so the players HAVE to play to get to the fun stuff.
[QUOTE=VietRooster2;50207684][video=youtube;CVJjaF4Vkik]https://www.youtube.com/watch?v=CVJjaF4Vkik[/video][/QUOTE]
Just 1 second into the video
"Microsoft doesn't pay me enough to babysit you cunts all day long"
10/10
[QUOTE=VietRooster2;50207684][video=youtube;CVJjaF4Vkik]https://www.youtube.com/watch?v=CVJjaF4Vkik[/video][/QUOTE]
I want this to be a thing.
Is this a thing yet? Can i get my dirty hands on this?
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