Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
[QUOTE=Elstumpo;50537985]I feel like the perk system would be better worked out if you could choose trees rather than individual perks. I often find that certain perks will be used in certain situations always and some you'll never stray away from. Having specialized trees which you can't customize would promote specialized game play and fix you to a certain role within your team.[/QUOTE]Its not like it will prevent people from picking a specific tree that is the "must-have" for playing.
At least this way people actually get to build things themselves and occasionally get a free perk pick where its irrelevant what you pick because its utterly meaningless.
[QUOTE=Doctor Zedacon;50537996]Its not like it will prevent people from picking a specific tree that is the "must-have" for playing.
At least this way people actually get to build things themselves and occasionally get a free perk pick where its irrelevant what you pick because its utterly meaningless.[/QUOTE]
Having a choice being utterly meaningless probably indicated bad game design.
I'd like to draw attention to perks like the level 20 support, you'll always want to start with tenacity to get the bonus damage and eventually want to move over to strength to carry more guns. For demolitionist you'll always want to use Sonic Resistant Rounds given that two sirens can completely shut you down. Given how the gunslinger's biggest downside is the frequent reloads you'll pretty much always want to use Speedloader over Penetration, especially when you pick up dual magnums to deal with fleshpounds and scrakes.
Set trees would allow easier balance between certain roles and play styles. Maybe a gunslinger would want to toss up between a loadout made for cleaning up trash or dealing with the big ones, or a medic to decide between focusing on healing one's team or doing debuffs to zeds.
[editline]17th June 2016[/editline]
Although I can see a lot of people picking flat damage dealer over team play builds in pubs.
[editline]17th June 2016[/editline]
I just had a shower-think and I realized people would still change perk trees based on the wave.
[QUOTE=Elstumpo;50537985]I feel like the perk system would be better worked out if you could choose trees rather than individual perks. I often find that certain perks will be used in certain situations always and some you'll never stray away from. Having specialized trees which you can't customize would promote specialized game play and fix you to a certain role within your team.[/QUOTE]
trip have no idea how to balance two options against eachother, what the hell makes you think they'd do any better with a tree system
There has never been a point where I went into the perk system and specifically changed something to better fit my team. Most of my options seem very cut and dry, and if it isn't then it comes down to how I play the perk, so I optimize my playstyle.
I played during this free weekend
The game is very good, runs very nice on my 940M laptop, although it occasionally got to 66 degrees while playing, but not very often
One thing I noticed specially in 6-Man teams is that I ran out of ammo quite often, it is because there's not a lot of it or am I wasting it by accident
EDIT: Does DX10 do anything besides allow compatibility with potato gpus?
You say it getting to 66 degrees is like it's bad, 66 is fuck all.
Although I don't know the temp' ranges for laptops actually.
Ever since I tried the preview build, my game launches for at least 5 minutes every time and it's crazy. Am I alone in this? Should I just reinstall?
[QUOTE=Ripper Roo;50540845]Ever since I tried the preview build, my game launches for at least 5 minutes every time and it's crazy. Am I alone in this? Should I just reinstall?[/QUOTE]
That's normal, that shit kinda comes and goes with every update.
[QUOTE=GHOST!!!!;50540754]You say it getting to 66 degrees is like it's bad, 66 is fuck all.
Although I don't know the temp' ranges for laptops actually.[/QUOTE]
Well since ive been locking all my games to 60 fps temps dont reach over 65 so that's why i found it a little weird
[QUOTE=Ripper Roo;50540845]Ever since I tried the preview build, my game launches for at least 5 minutes every time and it's crazy. Am I alone in this? Should I just reinstall?[/QUOTE]
I was wondering the same thing, glad its not just me.
On a side note, does anyone else still get a stutter when people are buying weapons at the trader? I thought they would've fixed it by now because of how obvious it is.
[URL="http://forums.tripwireinteractive.com/showthread.php?t=118307"]Live Update[/URL]
[quote]Live balance update:
We're processing massive amounts of player feedback and analytic data received since the release of the Bullseye update and we'll continue to make adjustments in the coming days. Today's changes consist of:
Clots/Cysts/Slashers: Reduced all damage resistances by .25, to a maximum of 1.00.
Crawlers: Reduced all damage resistances by .25, to a maximum of 1.00.
Stalkers: Reduced all damage resistances by .25, to a maximum of 1.00.
Gorefasts: Reduced all damage resistances by .25, to a maximum of 1.00.
To explain what this means - If a ZED had a resistance to damage (.50 would mean the ZEd takes 50% damage from an attack) that resistance has been scaled back by .25 (.50 would become .75, which means the ZED would take 75% damage from that type of attack).
If a ZED had only a minor resistance (.90 for example) they now have no resistance (1.00 takes full damage from an attack) but gain no additional vulnerability.
Generally, we're trying to make a variety of weapons feel more effective against smaller common ZEDs and the design team will evaluate what kind of changes need to make to the larger ZEDs once we see the results of these changes.
[/quote]
I'm loving how quick they are addressing these issues, its almost like how the whole process should've been since day 1. Is this all because of how they redid how they implement updates?
[QUOTE=Cpn Crunch21;50541033]I'm loving how quick they are addressing these issues, its almost like how the whole process should've been since day 1. Is this all because of how they redid how they implement updates?[/QUOTE]
Yeah, they can change anything that's only numbers with the live updates, and the whole resistances system is just that. Hopefully now that they are out of E3 they will update even more.
Question: Does anyone else experience crashes with KF2 when they play for an hour or two and then you gotta restart your PC to fix it?
Is it just me or did we lose all of our perk levels.
One thing that keeps bothering me when playing Gunslinger is the reload animation cancel. I mean, it just feels wrong and yet normal reload can take waaaaay too long. I haven't played the harder difficulties so far, but I imagine you have to cancel every animation just to keep dishing out the damage.
So, I've tested Killing Floor 2.
I'm a bit disappointed to be honest... I was expecting some new changes, but devs keeps everything old and kinda outdated, comparing to other games.
The sprint feels terrible.
Edit: It feels like Killing Floor 1HD rather than new game.
[QUOTE=coverop;50543452]So, I've tested Killing Floor 2.
I'm a bit disappointed to be honest... I was expecting some new changes, but devs keeps everything old and kinda outdated when you jump into another games.
The sprint feels terrible.[/QUOTE]
a bit off-topic, but is there a single game you don't hate, jesus christ
[QUOTE=NitronikALT;50543468]a bit off-topic, but is there a single game you don't hate, jesus christ[/QUOTE]
There is plenty... but that's not the point.
The point is, It's doesn't feel new or changed.
[QUOTE=coverop;50543452]Edit: It feels like Killing Floor 1HD rather than new game.[/QUOTE]
"Sweet, killing floor 1 but in HD" - Me when I first watched kf2 devblog vids before it was released
Honestly I'm super happy they didn't add a bunch of bullshit (and I'm not counting hats/weapon skins because that's just cosmetic) and just kept the gameplay the way it was in kf1
Killing Floor is just, kill weird experiments, get dosh, spend dosh on weapons, kill more "Zeds", enjoy life.
And finally kill boss.
A thing that does piss me off about kf2 is the map variety, you can choose from NIGHT TIME MAP to NIGHT TIME MAP 7, I really fucking want some some day, bright maps (and not something like outpost that just looks like white vomit with the filter it has going on) and some different maps ala offices from kf1.
I'm feeling this games at a good point. I'm also liking how they released an update to the zed resistances. Hopefully they keep up the trend and tweak perks and what not.
[QUOTE=coverop;50543478]There is plenty... but that's not the point.
The point is, It's doesn't feel new or changed.[/QUOTE]
don't fix what's not broken
[QUOTE=coverop;50543478]There is plenty... but that's not the point.
The point is, It's doesn't feel new or changed.[/QUOTE]
Well, considering this is literally what they set out to do, I'd say that's a good thing
[QUOTE=Dr.Scrake;50543551]A thing that does piss me off about kf2 is the map variety, you can choose from NIGHT TIME MAP to NIGHT TIME MAP 7, I really fucking want some some day, bright maps (and not something like outpost that just looks like white vomit with the filter it has going on) and some different maps ala offices from kf1.[/QUOTE]
They wanted to make lighting a mechanic, but didn't realize that lighting is always a bad mechanic in nearly every game.
[QUOTE=Empty_Shadow;50543740]lighting is always a bad mechanic in nearly every game.[/QUOTE]
It works in dead by daylight, but this game is an arena shooter, it has no place here. I understand wanting to use it for "oh we were in this super dark place and a siren fucked the lights we gotta move!!!11" but making all maps dark just because of this is dumb. They can also have this feature in daytime maps, daytime paris would make use of it just as well as it is now, the metro area, which is like the most prominent area this get used on doesnt get affected by the outside.
[QUOTE=RenegadeCop;50543751]I think they could do it well, but they really just tried too hard making it challenging.
Not every weapon has a flashlight, flashlights have batteries, it really seemed counter-productive to having fun in the dark.[/QUOTE]
Flashlights haven't been attached to weapons for a half a year now.
The problem with lighting is it's not something that meshes with KF's gameplay, fast paced gunning shit down does not combo with lights breaking. Especially when lights break super easy from both allied and enemy attacks. There's a reason 50% of all the lights in the game are indestructible, and it's cause sirens cause ridiculous blackouts.
Well, some of the most iconic KF1 maps were in daylight, like West London, Mountain Pass or Wyre.
I would like to play on some cramped, multifloor map like Offices or Hospital Horrors.
light as a mechanic would have been really nice actually, but like...most of the good areas in the game tend to be well lit naturally. and the game has a lot of unkillable lights as well that makes the point moot. itw ould have been nice to be forced to relocate but zeds always funnel through a couple of areas on the best spots of the maps anyways.
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