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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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Killing Floor 3 - Announcement Trailer

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The Battle Begins With Nightfall It’s 2091 and megacorp Horzine has produced the ultimate army: an obedient horde of bioengineered monstrosities called Zeds. Now, only the rebel group Nightfall stands between these infernal creations and the future of humanity. Killing Floor 3 is the next installment in the legendary action/horror series.

This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.

Wishlist today!
Steam: https://store.steampowered.com/app/1430190/Killing_Floor_3/
EGS: https://store.epicgames.com/en-US/p/killing-floor-3
PlayStation: https://store.playstation.com/en-us/concept/10005321
Xbox: https://www.xbox.com/en-us/games/store/killing-floor-3/9pfzlckhc1vm
Will there be a beta testing period?
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EAC Problems (Linux)

I've tried a bunch of the Proton versions.

Proton 7.0-6 (released Feb 2023, so doesn't make sense to try pre-7 versions) : Worked pre-EAC and pre-Misery Empire, but doesn't work now.

I used various versions of Proton 8.0-X post-Misery Empire update, as they were available. The last working combination of Proton releases and Deceive Inc would have to be Proton 8.0-2 (which at the time would have been "Experimental") and the Misery Empire update. Neon Nights and Proton 8.0-3 came out on July 20th and 21st, respectively, and that didn't work then. In Steam, can currently only select Proton 8.0-5 from 8.0 releases, which does not work.

Then there's Proton 9.0 Beta and Proton Experimental, both of which do not work.

My Steam Deck says, under Deceive Inc's game info: "Runs on this computer via Steam Play. Proton 8.0-5 selected by Valve testing". But as mentioned above, 8.0-5 isn't working on my desktop. It does work on my Steam Deck.

I also noted, in running Deceive Inc on my Steam Deck just now, that it did run an EAC install phase when launching the game for the first time. I don't recall seeing this on my desktop after any Proton version change, or reinstall of the game, or delete-EAC-folder + verify integrity. It just did usual Microsoft Redistributable & DirectX stuff. So it seems the EAC post-install-pre-launch scripts might not be running, or might be prematurely exiting with a quiet failure, which I already knew from trying to run them manually via protontricks.

I know EAC's scripts can run, since another game I play called LEAP uses EAC and I've used the installer there, and played that game no-problem. (Also, side note, they make use of Steam's Launch Options menu to add options for installing/uninstalling EAC, which I think can be helpful, instead of the "delete the EAC folder and verify" technique.)
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PC Perf Investigation - Need Player Information

necroing it seems but i still have this issue.

windows 11:
3080ti
32gb ram
i7-7820x
playing in 4k on lg cx with g sync
dlss ulta performance (now its on)

so i have 87 hours in steam on this game before i decided to look into the issue :p So my friends and i were playing a private lobby with bots where my friend put down his turret and shot yu-mi slow downs at me at point blank range. Thats when I REALLY noticed the frame rate drop and decided to turn on my counter. So on average, while running around a map, i get anywhere between 60-70 fps but in the middle of a normal fight i go down to upper 40s to mid 50s but when a turret and yu-mi graphics are happening i go down to about 40 and cant hit anything properly. I turned on dlss to help smooth out the framerates but when it sinks to the 40s it doesnt help to much.

Other notes, i turned down all graphics to low but still 4k and nothing seems to change. also setting it to 1080 seems to make it worse
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Create unique weapon skins with custom models, animations and sound

I think you should create unique weapon skins just like in Valorant. That would bring a lot of money to the game, which I think suffers from "bad" monetization for the devs (not for the players).

It would also give me a reason to spend the premium currency, and purchase more to support you guys.

Player Count Experiment Brief and Poll

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Player Count Experiment
Agents, like we discussed last week with the patch notes, we ran an experiment on player count since last weekend to gauge your interest on the matter. We would like to invite you to give your opinions on how much you liked the tweaked player counts in the poll (located here) so we can have an accurate representation of community opinion on the subject.

In the meantime, lobby sizes are back to normal effective immediately while we parse through feedback and poll results to determine our next move.

Thank you for participating!

Game Crashes When Leaving Server

A shot in the dark, but exit your game, open the file Documents/My Games/KillingFloor2/KFGame/Config/KFEngine.ini and edit the value MaxObjectsNotConsideredByGC=179220 to MaxObjectsNotConsideredByGC=33476 (and change only this one).
Save the file.
Start the game.

It helped me in the past (don't need it anymore with different hardware). https://forums.tripwireinteractive....nected-from-previous-one.2331860/post-2332939
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Add skill-based matchmaking and start advertising!

This, but not enough players. SBMM could push people to be even more sweaty.

I’m all for preventing high level players from queuing with new players, or even giving new players hidden advantages like decreasing the received damage until they get a few wins (5-10 for instance) or a high enough win rate (> 35%) to prevent smurfing
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Add Respawns to Solos

Heh, solo already has way more “teams” than most game modes, making it way more likely to have other people to interrupt a fight, which isn’t good. I feel like adding respawns would just make the game more unfair, but it could also encourage a more active playstyle. I feel like the meta for solo is just to stay low and wait for the first minutes to pass
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Custom reticle doesn't appear in match

2D art is probably the best fit for this category

Reproducibility: Always
Summary: while in a match, the custom reticle will be replaced with the default reticle
Description:
1. Open settings, go to the Graphics tab
2. Set the reticle to any custom size and color
3. Queue for a match
4. In the pre-game lobby the custom reticle will appear just fine, but in the actual match it will appear as the default reticle

DeceiveInc   4_12_2024 6_08_33 PM.png

DeceiveInc   4_12_2024 6_10_27 PM.png

Post Jatimania Community Brief

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Community Brief Jatimania
Agents, we hope you are living your best life as you chase the elusive heights of dreampreneurship. We are currently monitoring your feedback and emerging issues of the Jatimania update in the hope of releasing a hotfix in the next week. Here are some of the big topics we are looking at.

Aim-Assist Settings
We have discovered an issue with how the “aim-assist strength” setting works. To make a long story short: The setting currently not only reduces the aim-assist strength but also the input strength as a whole, making it feel more strong in a lot of cases. This is on the top of our list to get a fix on.

Sound Occlusion Tweaks
We had some sound occlusion fine tuning that did not make it in time for Jatimania, especially around the occlusion settings of gadgets, that we would like to roll out in a future hotfix. We will continue monitoring the behavior of sound occlusion and make adjustments as needed past this.

We are also tracking a variety of issues that do not neatly fit with the two above subjects. We are looking to prioritize fixes on the most pressing ones as they come, so stay tuned for details on bugs we will be tackling in the short term.

PSA: 1+ Hour downtime expected for maintenance 8 AM UTC April 9th

Agents,

While working with our partners to troubleshoot and fix an issue that is impacting players, we are planning to conduct backend maintenance to hopefully address this issue. This is expected to happen in the early hours of tomorrow morning for most of our agents:
  • 8:00 AM UTC
  • 4:00 AM EST
The expected windows is approximately an hour where players will not be able to matchmake, but this may take longer (we expect a downtime maximum of no longer than 2 hours as of this point). Thank you for your patience and understanding.

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