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Killing Floor 3 - BW-06 (SCRAKE) Reveal

A bit bummed that we haven't gotten any real new footage compared to the previous video, but the confirmation that the metal claw is indeed a grappling hook is terrifying. As cool as they always looked, Scrakes were never a very serious threat considering you can (theoretically) rage them whenever you want. But now that it as the ability to bring you exactly where you DON'T want to be... I believe it could be even scarier than a Fleshpound ! I do wonder if there's any way to dodge it though? With a parry perhaps? Or crouching? I still want to be able to escape my doom !

I also believe the shot showcasing an all-too-familiar shoe is definitely done on purpose... I can't really imagine a KF game without my beloved Foster. But so far off in the future...? I wonder if we're gonna get a descendant or maybe a cyber-Foster of some kind...
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Boss idea for KF2/KF3: Surgeon General.

Something i see that a good boss fight needs for KF is the need of cooperation between the players for example (Also a badass boss music):
KF1 patriarch: this dude really needed a good teamwork (of course if didn´t go doing the classic mine bombs and AA12 shotguns) his almost instakill hits combined with its speed was sure a pain at the end of any game.

Matriarch: (my fav boss and music fight) this girl really make honor to her dads legacy being a nightmare for a HoE game if the team doesn´t work together, with her arsenal of close and large distance atacks along with its different phases (didn´t knew gains 30% of extra speed when theres only 1 player left) of the fight makes difficult to take her down alone without the help of other teammates (not like the case of KFP that only 1 demo can take him down even on a 6P HoE game only usign Kaboomstick+1 with seal squeal+1 and also luck of getting ammoboxes).

Those are the things i find that make these boss fight fun and challenging a fight that makes you feel part of something bigger in this case a part of a team and playing a role on it.
Cases like the medic field who needs to be really observant of how the players are doing and also sometimes buffing the players before something happens to them like getting hit giving them speed, strength, resistance.

Sorry if something is written bad english is not my main language.
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ESPIRE 2 - Version 1.6 Hotfix #2 "Boundaryless" Update [Quest]

A small update: we have released a new hotfix that addresses the following known issue:
  • When playing the MR experience, if the player presses the "Abort Mission" button, the player may be asked to return to their guardian boundary.
This fix is present in Espire 2 v1.6 Hotfix 3 - Builds 1.6.1140 (Quest 2 / Quest Pro) and 1.6.1141 (Quest 3), released April 18 2024.
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EXCLUSIVE FIRST LOOK: Unmasking the Scrake!

I've watched the video again, and came to two theories regarding what the new Scrake abilities might be... As I believe, again as Glokage said, that all zeds will get new tools. Hell, even the modest Cyst is more fearsome now ! I would be surprised if the Scrake stayed the same. So here are my two cents that might be completely wrong.

1) Maybe the Scrake won't rage simply by reaching a certain health threshold anymore, but rather be linked to its mask. My theory is that as long as you fire centermass, the Scrake won't rage out, making the creature easier to dispatch... but way more ammo-consuming. Maybe the Scrake could have a thick hide that reduces all incoming damage by a certain amount (let's say 20-25% for example), so firing at its torso or limbs would take forever to kill it. But at least, it shall remain calm in the meantime. If you want to quickly dispatch a Scrake, the usual strategy applies : AIM FOR THE HEAD! Doing so will allow much more damage to be dealt, at the exchange of destroying its mask... and making the zed much faster and angrier. In the end, it sounds fairly similar to the relationship between Fleshpound and Scrake that we've always known : you can't run away forever from a Fleshpound. They'll always end up angry and ready to turn you into minced meat. Meanwhile, Scrake are somewhat "docile" until you're truly ready to take them out. It's just that this time around, you might even choose to NOT rage them at all... At the cost of wasting a ton of ammo for extra safety. While you might instead want to get rid of them ASAP, at the cost of facing a tougher foe.

2) It's easy to notice the Scrake now has some weird torture device thingy on its other arm... And I do wonder if they took a cue from the concept arts for KF2's Scrake, which had a hook in its second hand. I do wonder if MAYBE, that might imply that the Scrake is now capable of "tethering" a player in order to bring them closer, kinda like the EDAR Trapper... But even more annoying and terrifying. I think this would play very well with the mask/maskless Scrake idea I talk about right above. Maybe it could be used even WITH THE MASK ON, so players don't forget that the Scrake is still there, relentlessly walking towards them. But then again, considering how NOBODY liked the EDARs, I believe that idea would be quite unpopular as well... Maybe the range could be very short? And it's fairly easy to break from it before getting shredded to pieces, unless you're caught in the middle of a reload?

Looking at your second point in terms of the possibility of the Scrake being able to tether a player with his new claw arm and the similarities with KF2's concept art, I'd like to point out that while approaching you at a distance the Scrake does indeed "aim" his claw out in your direction, which seems like it'd be a bit random if it was for nothing.
It certainly looks like it's designed to close and grip a merc in place while they either (crush them?) or cut them up with their chainsaw

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Level Design Actorx has been deprecated when importing .ase staticmesh?

Hmmm... that figures, the way UE2 handles things is in such an almost improvised and archaic way, it's amazing it works as well as it did. I figured it was due to change in UE3 somewhere along the way, but atleast I have hope of using 3ds max, I just unfortunately ran out of my trial period so I'm going to have to figure out another trial license or method of getting access to it. I'll keep on it. Whenever I do sort out the 3ds max thing, I'll get a reply from rockmax and get him to send a comprehensive way to port old maps over.

If you want a hint as to what I'm working on, think of the Killing Floor mod 1.0 campaign ;)
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How to add bot in a server

Yes, there is a new bot mutator out and it leaves servers ranked.

I'm looking for instructions on how to install a mutator on our dedicated server.
Yeah the seed mutator. Also most of the host providers have old Steam_dlls and you can't even load mutators on your servers. Also doesn't help that Tripwire abandoned this game.
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event tickets?

I believe Tripwire won't give out anything special anymore. Their parting gift was a care package with 5 tickets for each event, among other things. It's safe to say they won't be updating the game anymore, unless for some small tweaks maybe.

Then again, I guess they could always make the events automated, let's say for one month each? Something like March (Cyberpunk), July (Summer Sideshow), October (Halloween), December (Twisted Xmas)

Those are only theories though, and Tripwire might totally prove me wrong. But I'd say... Don't count on it. And maybe stock up on tickets from the market as long as they're still fairly cheap.
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Jatimania Hotfix

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Jatimania Hotfix
Agents, we are back with a hotfix patch to address some of the bigger issues reported for the Jatimania update.

We are also rolling very focused balancing changes in this hotfix to appease some frustrating aspects around Ace and Octo. We will continue to monitor the balance and discourse around the update to target our next bigger round of balancing tweaks in the near future. For now, let’s have a look.

Player Count Update
We have recently ran an experiment on player count for Solo and Duo and we turned the mic to you to give us your thoughts through a poll on the subject. The results we got were as follows:

Solo lobbies at 8 players
  • 65.5% of responses were positive (score of 4 and 5)
  • 20.7% of responses were neutral (score of 3)
  • 13.8% of responses were negative (score of 1 and 2)

Duo lobbies at 10 players (5 teams)
  • 61.7% of responses were positive (score of 4 and 5)
  • 24.7% of responses were neutral (score of 3)
  • 13.6% of responses were negative (score of 1 and 2)

In light of this clearly positive movement towards the change, we will be changing the player counts of both modes with the drop of the hotfix.

What’s next?
With this decision taken, we can now leverage this new player count to better tweak spawn points and make sure the early game is a more pleasing experience in all maps. Having to juggle with less maximum factions enables us to curate things to a better degree than what is currently live, so expect some live balancing of spawn points that will not require an update on your side in the coming days.


General Changes
Audio Occlusion Polish

We have brought some more work we have done on audio occlusion which includes making sure gadgets have appropriate sound range. We are continuing to refine this aspect of the game and looking at outliers to fix in the sound department.

Keycard Printer Icon Visibility
We have added a bit of verticality to the range at which you can see the icon telling you a Keycard printer is close to you. This should help with a variety of positions where a printer could be very hard to find because of differences in elevation.

Melee Targeting Tweaks
We have upped the range for melee target detection to help with hitting targets on the move. Additionally, we have reduced how wide the detection radius is around the reticule to reduce instances of hitting a target that is on the side of your screen versus one that is at the center.

We are looking for other long term upgrades to the melee attack, but we hope this makes things feel better in the meantime.

Balancing
Ace

The amount of time Ace is able to keep pressure on a victim has been rightfully highlighted as extremely oppressive in the current meta. To address this, we are reducing both the window in which she can apply her status effect after damage and the duration of the status itself.

Base Expertise: Queen’s Gaze
  • Trace duration 25s =>15s
  • Last Target duration 30s => 20s

Expertise Mod 1: Stacked Odds
  • Vulnerable duration 15s =>10s
  • Last Target duration 30s => 20s

Octo
The lingering effect when leaving Octo’s field of vision with the “Make’em Fold” ability has been highlighted as feeling bad on the receiving end, giving a feeling of lag.

This change should also make the effect more reliable when a target leaves the field of vision and comes back to re-apply it immediately.

Expertise Mod 2: Make’em Fold
  • Removed the lingering effect after a player left Octo’s field of view. The effect will now disappear instantly when outside.

Bug Fixes
General

  • Fixed an issue with the aim-assist strength setting that would make it also lower input strength. This setting should now behave correctly.
  • Fixed multiple spawn points where keycards could appear invisible because of clipping.
  • Fixed the extraction car clipping in the snack bar in Fragrant Shore when landing.

Agents
Larcin

  • Larcin throwing his weapon will now break his cover.
  • Fixed an issue where Larcin could throw his weapon while immaterial in the grande finale zone.

Madame Xiu
  • Fixed an issue where Madame Xiu could start her expertise when already considered dead on the server side.
  • Fixed an issue where Madame Xiu could be stuck in her expertise stance when revived in teams.

Octo
  • Fixed an issue that would cause Octo’s projectile with the Nautilo to deal the wrong value if charging another shot.

Red
  • Fixed an issue that allowed Red to use lovebomb infinitely by meleeing at the right time.

Sasori
  • Sasori will no longer get stuck in a no weapon state if he tries to melee while using Noxious Gas.
  • Coated weaponry sound impacts will now occlude correctly.

Gadgets
Umbrella Shield

  • The handheld shield will no longer protect in directions the player is not looking at while undercover.
  • The shield will no longer trigger the heartbroken status effect in many situations when charmed by Red.

Gameplay ideas

The same way I feel about KF2 having sprinting.

KF1 was intentionally designed around having limited movement for both humans and Zeds. I'm sure part of that is because it's just easier to do so when you have a small team working on their first major game, but that design was very deliberate:
  • The Zeds all shamble except for certain Zeds moving faster under certain conditions.
    • Gorefiends/Scrakes/Fleshpounds all have sprint states that let them close the gap on players
  • Players move very slow by default with their guns deployed so you can't outpace the melee enemies while whittling them down.
    • The sole exceptions are Field Medic and Berserker
    • Medic has lesser firepower and also needs to reposition to get LoS on teammates due to lack of homing darts
    • Berserker had no distance weapons (until the Buzzsaw Bow was added very late in the game's life cycle) which created its own need for faster movespeed
  • The only way for players to move faster is to holster their gun and pull out their knife. This is to force players to either commit to a kite/reposition or stand their ground and risk dying. If you beef a kite or reposition badly, you are caught out with just your knife and by the time you get back into shooting position you may be screwed.
    • This is somewhat inherited from Counter-Strike, which also has somewhat grounded movement and uses the same principles w/r/t movement vs firepower with the knife movement mechanics. Especially notable considering the zombies mod that would go on to become the basis for Left 4 Dead.
KF2 added sprinting in as a feature, and with that added in, the devs upended one of the major tenets of the original game's design. In doing so, the game needed to be fundamentally redesigned around sprinting being part of the player's kit so that kiting isn't the single best answer to everything.
This is why Zeds move quickly and aggressively, why the main difficulty differentiator is how quickly Zeds can move, why they are given dodging animations, and the entire reason as to why the game's highly aggressive spawn and teleport systems exist.
Depending on who you ask, the spawn and teleport systems are one of the most aggravating features in the entire game. It literally makes or breaks some maps. TWI has redesigned entire maps from the workshop to accommodate the spawning system because without adding in tons of LoS breaks and-so-forth the maps would be a complete non-issue for players trying to stay awake. When the game has to be designed that shakily to accommodate "improved" movement, the design of the game takes a hit, both in how it's perceived by players and by how players will accomodate to that spawning system (those who can't, kite as Berserker/Medic/Survivalist; those who can, aim).

As for vertical movement, well...the game was simply not designed around vertical movement, which is why most maps don't really feature it outside of technically having staircases, why fall damage is so killer in both games, and why shotgun jumps are extremely limited (either to handful of on-perk weapons at best, or forcing you to offperk a break-action shotgun to have that movement option at hand).

So when you consider the requests for KF3 to have more movement and more verticality in general, you have to consider what that means for the players and Zeds. Without typing an entire essay here on it, I will say that as you move more towards fast movement and increased verticality, you're straying away from Killing Floor's basic design principles (limited mobility for PCs and enemies, flat and simple area design to complement that).
When you have players and Zeds flying around at high speeds in open arenas that are designed with that movement in mind (because you have to design levels with that increased mobility to match; that absolutely would not work in something like the cramped confines of Biotics Lab as seen in either KF title), you have to ask yourself at what point is the game you're playing still KF? From the various online blurbs I've seen such as the ones in PCGamer, GamesRadar, and so forth, that is exactly the direction the dev team is taking.

In fact, what you're basically asking for with even more verticality and faster movement, double-jumps, dodges, dashes, etc. is something towards the "boomer shooter" end of the spectrum, namely Doom 2016/Eternal. And there's absolutely nothing wrong with those on their own merits, but that's not what most people who enjoy either of the KF titles play it for; the KF1 enjoyers play that for its ruthless difficulty and design encouraging tight teamwork, and KF2 enjoyers play it for the absolutely sublime shooting mechanics and cranking up the shooting gallery difficulties by mastering headshots against swift-moving (but not flying!) targets.

That doesn't mean the game can't be good. But from a mechanical standpoint, that would be a further departure from what I'd consider a proper KF title. (And I'm not counting Incursion or Calamity, obviously, just mainline entries.)
Obviously I'll have to wait and see. But given how much KF2 flew off the rails post-2017, I'm not holding my breath on it just yet.
You have deep knowledge about in game mechanics i give you that,did you know what in early KF2 development devs want to make game more dynamic what leads to the players move around a map often and not defense one spot an entire game? But they kinda fail with that,so i think with KF3 now they want fix this,improve,and make a real dynamic experience,let's be honest we just want a fun game no matter how the gameplay loop may be and that's devs must think about foremost,if the game just not fun doesn't matter how grounded (like KF1 or dynamic like KF2) gameplay was,KF1 is perfect team coop game for it's time but today it feels outdated,it's hard even to find servers with minimum one person,KF2 was fun coop shooter even now but TWI ruined it with bad content.You have any suggestion on how the devs can made KF3 a better game than KF1 and KF2? How they can improve the gameplay loop knowing that they lead more aggressive and dynamic gameplay rather defensive and grounded?
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Shoot to pieces

I dig with your suggestion, perhaps TW is already evolving the MEAT system to implement something like this. Although I will say that it does gives me some COD zombies vibes with the, "Watch the crawler while I use X or do the easter egg steps". Nevertheless, I really look forward on how advanced the gore system will be compared to its predecessor. Maybe they'll bring the whole moveable organs after zeds obliterates tech that TW showcase during the development of KF2. Only time will tell.
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