• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Grenade variants, perk upgrades for classes, and online vs mode

One has to remember that grenades are fairly cheap and you can have as many (or as little, depending on perspective) as 5 at any given time. Every ammo box also gives you one extra grenade. All of this means that grenades (or consumables, as you seem to propose) should remain balanced. Great to have in a pinch, and especially rewarding if you can use them well. But still fairly limited in their usefulness. The one idea you mention (taking 25% less damage for 5 sec) sounds alright. It's a very short-term boost, that fits the perk too. But I'm curious as to what you could give to the other eight perks (assuming all of them gets ported to KF3). But I'm a bit queasy about helping people kite endlessly even more...

Perk upgrades sounds like what the Upgrade system was meant to be, only for them to never look back once they introduced the very basic "get more powerful weapons as the cost of weight". I'm not FULLY against it, but I'm still a strong believer that it might dilute the identity of most weapons. Assuming you're talking about perks ONLY (so passives tailored to your character more so than your arsenal), I'm a bit more reserved still. Skills and passives are already filling that role, and I'm afraid that it would make high-leveled players even more powerful, to the point of steamrolling the game. I believe it should take a cue from KF2's very basic upgrade system, and slap a balancing nerf in addition to the upgrade. To go back to your example : ok, you choose to do 25% more damage with your ground fire... But in return, your fire resistance is also nerfed, meaning you're more likely to hurt yourself from your own flames as a result.

I'm not quite sure what you're talking about regarding the "VS" mode however... From what I gathered, it would be some sort of "loading screen" before joining a lobby? You would then have a player taking the role of any given boss, against a team of survivors/mercenaries? I mean... Yeah, that does sound like a way to make waiting for a match a bit more fun, and bring back the unloved Versus mode into the fray. But considering a huge part of what makes Killing Floor interesting (and the last wave in particular) is teaming up against a super tough opponent in order to defeat him... I wouldn't feel too giddy being booted off to join my match right before I land the killing blow !
Upvote 0

Give players more incentives to Prestige their Perks.

I always wanted to see an upgrade in how much weight you could carry with each prestige, gives you the option to carry more weapons or upgrade the weapons more than normal.
I mean... That's a straight upgrade. While prestiging have always been more about flair. But I guess it would somewhat balance out the fact you're giving away all your XP for a fresh start... At least up until you reach max level again.

It also depends on how difficult KF3 ends up being I suppose. Considering most veterans are already very knowledgeable about KF2, to the point of the game not holding any challenge anymore... I assume it could just give you a slight edge in KF3, assuming it doesn't become a walk in the park once you've learned of all the game's tricks.
Upvote 0

Double XP is live for the final weekend of Jatimania!

dinckeyartcspring24.jpg


Last call for Jatimania

The Jatimania will come to a close on Monday May 6th and we are celebrating the final weekend with a double XP boost! Please note that we will be adding the skins, inks, and intro poses unlockable for free during the event to the store at a later date for those that would like to acquire them in the future at a cost.​

Update:

Agents, we decided to tackle a few more bugs in the Post-Jatimania update and will be shipping it tomorrow, May 7th instead of today. Double XP will stay up until then to tide you over!

Invest in yourself!​

Add the legendary map in KF3

You do realize that Cod and CS both recycled iconic maps times and times again? And both are PvP, not PvE either? So obviously, their layouts will have a different, yet significant impact on gameplay.

I believe SOME maps from Killing Floor's lifespan truly are iconic, but usually more for their vibes than their game feel. I must admit that my top picks, which I mentioned earlier like Wyre Forest or West London, are important to me mostly because of how they look rather than their gameplay. But you can always do some heavy lifting to make them feel both brand new and nostalgic, with possibly some new gameplay possibilities as well.

Bioticslabs is an interesting example considering KF2's version is so damn different from the original that it's pretty much a brand new map. I have to say that while I like both, that's not really what I have in mind when I'm thinking "remaster". I believe making some of them bigger, adding new zones, might be the right way to go.
I got you,i just don't like them playing on nostalgia emotions thing,i want a fresh new game with new cool mechanics and ideas,and then i see the mf foster suit on the trailer...bruh really,like twi show at least new character you know.You mentioned West London and it's a great map not only in visual and atmosphere but in gameplay purpose as well,it's play very very good and fun,good map for kiting and good for defense also has a choke spots,tight areas like underground where is dark and you need to switch to your weaker weapon like pistol or shotgun to use flashlight,it's bring challenge and horror feel,or a bridge where zeds is fall at you this one gives screamer effect,originally in KFmod this map more rotten and has rain with fog,bridge cast shadow in the left so you might can't foresee the zed,in there it's even better,you see these little details bring atmosphere and unique in the game,but this is the case when devs care about the game and try a little do something cool not just add community random weird maps like netherhold,moonbases and other weirdos.Good example of theme like maps is hellmark station,tragic kingdom.
  • Like
Reactions: Aleflippy
Upvote 0

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.
Upvote 0

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.
Upvote 0

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

Attachments

  • 5.gif
    5.gif
    3.7 MB · Views: 10
  • Scrake Claw.png
    Scrake Claw.png
    1.7 MB · Views: 10
  • Like
Reactions: Aleflippy
Upvote 0

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 ;)
Upvote 0

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.
Upvote 0

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.
  • Like
Reactions: Dan S Caro
Upvote 0

Jatimania Hotfix

opofull.png

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.

Filter