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immortal flow
Jun 6, 2003
boing boing boing
So when is this early access goddamn. I've got exams I don't want to revise for.

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turnways
Jun 22, 2004

Some backstory:




CuddleCryptid
Jan 11, 2013

Things could be going better


The latter ones seems to refer to Specimens. Invisibility = Stalkers, Resonance = Siren. The vial might be whatever is in the Fleshpound's rage pump. The eye though, not sure. Something new?

E. The vision one might be the Crawler, it has that weird bug-like look.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
What if it's a new game mechanic for the players? Get Gene-mods during play in addition to items.

closeted republican
Sep 9, 2005
I think it's time to christen the new KF thread with the spergiest and whiniest posts from the official forums about KF2 so far. It's a tradition that died in the KF1 thread when updates stopped pissing people off, so I feel it's right to revive it for KF2.

http://forums.tripwireinteractive.com/showthread.php?t=99592

quote:

Crazy, DLC, community, and OP weapons should be locked to a separate game mode, and unavailable in the standard one.

Anyone remember the Bullpup? That thing was the only thing a commando had back in the day, and there is no reason to use it whatsoever anymore.

By keeping the "fun"/op stuff to a separate game setting for the people who just want to 1 shoot everything, you don't risk unbalancing the game in the standard ones. Standard modes should only allow re-skins and re-models of what there already is, or in case of a rare new addition (being part of a huge game update with new ZEDs and stuff) it should be carefully balanced first to complement the previous weapons and not outclass them and make them obsolete, and even then, there should be a way to play the version without the new additions.

Something like this will save a lot of drama in the long run.

http://forums.tripwireinteractive.com/showpost.php?p=1307394&postcount=17

quote:


Too bad they did some kind of total switchover regarding the "pallets" in the middle of the game's life.

Heavy Metal, Level Up, and the first Crimbo/Summer events were totally great, but it went really bizarre from then on.

The worst part was how all the effort put into balancing the game previously was seemingly forgotten and pretty much undone.

If they want to balance the spices as you say, they'd best actually balance them out instead of spontaneously decide they want to cater to another palette altogether. Most people I've spoken to in my pallet don't even seem enthusiastic about KF2 as I am due to KF1's changes, which is a drat shame.

I'm really, really excited for KF2 because it's a chance for the game to be given a clean slate as the hardcore horror shooter it started out as in 2005. It's presenting itself as such, too. If this changes again, I'm going to be sorely disappointed.

http://forums.tripwireinteractive.com/showpost.php?p=1310425&postcount=13

quote:

Leafblower and poo guns can **** right off.

http://forums.tripwireinteractive.com/showpost.php?p=1307170&postcount=12

quote:

Yeah, putting what's essentially a miniboss in a position where it's totally incapable of damaging you despite being within point-blank range sure sounds balanced and fair.

When the Sharpshooter pops off the Scrake's head in enough shots to count on one hand, that makes perfect sense because it's known that the Sharpie emphasises precision and high-damage to high-value targets. It fits with the role and requires the user to exercise skill and reaction speed.

Or the Support Specialist who has high damage close-range weapons can mag-dump into the Scrake in an attempt to kill it can have a go at it too, though he'd have a greater risk of getting damaged whilst still being quite capable.

The Demoman can have a try, he's already great at dealing with Fleshpounds, but the Scrake's explosive resistance makes it harder and more inefficient, but still doable.

But when the sodding MEDIC can down a high-value target whilst sustaining nothing but armour damage, yeah, I think that really contradicts the entire point of players having individual roles depending on their selected perk.

Thus, we have found imbalance.

http://forums.tripwireinteractive.com/showpost.php?p=1307180&postcount=17

quote:

I've been playing KF since its release date, I like to think I have a better idea of the game's balance than someone who seems to think every perk being equally capable at the same tasks makes for a good co-op game.

The Xbow is an expensive weapon with expensive limited ammo with what was originally a slow reload rate. That puts it at a loss when it comes to dealing with the hordes of clots, gorefasts, and crawlers. This makes Commandos and Firebugs useful. Commandos and Firebugs (ideally) aren't that great versus Scrakes and Fleshpounds. Sharpshooter, however, is excellent at killing them.

The different perks specialise in different areas, and when put together they work well as a team. The idea of working as a group may not be popular amongst asocial basement-dwellers, but Killing Floor is a co-op game, it's loved and marketed as such, and so it makes perfect sense that the dev team emphasises and builds up on co-op gameplay.

Let me make it even simpler.

Lemurs are pretty boss at climbing trees. But if you threw a Lemur into a river, it'd probably drown. Fish are good at swimming, they dedicate their lives to it. But if you wanted a fish to climb a tree, it won't happen.

The forces of nature are balanced. Everything is good and as it should be.

Then, one day, a fish, while still remaining an expert at swimming, it suddenly becomes incredibly proficient at climbing trees, to everyone's surprise. The tree-climbing Lemur is now pitted against the swimming and climbing fish. Nobody else in the animal kingdom gives a toss about the Lemur anymore, and everyone wants to chill with the fish and his kind. The Lemur is obsolete, the fish reigns supreme. This isn't balanced.

Does this analogy make sense?

A medic, firebug, or commando being able to take down a miniboss, a popular pasttime amongst Supports and Sharpshooters, is a serious interruption in Killing Floor's balance, and a contradiction of its goals as a co-operative game.

PS: People who disagree with you aren't trolls or baiters, TWI forums is a friendly place where not everyone is out to get you.

Quote:
Originally Posted by larkstongues42 View Post
So you've never gotten surprised husked or sirened while miniflinch locking a scrake causing you to mess up the flinch?
I dunno how the hell you guys manage to miss in point-blank range.

Also isn't kiting still popular? It kinda stops the other trash zeds being a threat. Just run around, shave away all the trash zeds as they pile up, then destroy the big lads in all the magical open space.

Yeah dude, that's not balance. That's exploitation of the way the game's AI works. There's no real challenge or dependency placed on other teammates. I've seen Medics survive 200+ Zeds on certain maps. Medics.

blackguy32
Oct 1, 2005

Say, do you know how to do the walk?
The last one doesn't sound so bad until he starts talking about lemurs. I think there are some real issues with the game in terms of enemies. Namely, the balance is there, but there really needs to be an enemy that is capable of getting people to move out of their camping hideouts.

CuddleCryptid
Jan 11, 2013

Things could be going better

It is weird to see people.complaining about the weird and bizarre special events since that is a large part of what makes the game, well, fun.

closeted republican
Sep 9, 2005

DreamShipWrecked posted:

It is weird to see people.complaining about the weird and bizarre special events since that is a large part of what makes the game, well, fun.

I never understood it either. KF might've been serious when it first came out at a UT2k4 mod back in 2005, but the retail game has always been silly with things like the two voiceovers being British men screaming their heads off, the final boss being a hulked-out nerd, and enemies being things like a literal spider man, a topless punk girl, and a surgeon with a chainsaw for a right hand. My guess is that it's morons thinking it's grimdark in their heads because grimdark and grit are cool and deep.

TaurusTorus
Mar 27, 2010

Grab the bullshit by the horns

turnways posted:

Some backstory:






I misread the bottom as saying "We are Horzine, Bitch." I liked that interpretation much better

TaurusTorus fucked around with this message at 21:22 on May 17, 2014

turnways
Jun 22, 2004

TaurusTorus posted:

I misread the bottom as saying "We are Horzine, Bitch." I liked that interpretation much better

Hahahahahaha

I actually made all these. While I was working on them that's what it said for a while, as a little note to myself about Horzine's attitude.

Another one is out so here it is:

turnways fucked around with this message at 08:48 on May 18, 2014

Slybo
Mar 6, 2005

turnways posted:

Hahahahahaha

I actually made all these. While I was working on them that's what it said for a while, as a little note to myself about Horzine's attitude.

Another one is out so here it is:



How about some goon exclusive pre-early-access?

Oh btw. Is KF2 using UE3 or UE4?

Slybo fucked around with this message at 00:43 on May 30, 2014

Slybo
Mar 6, 2005

No E3 updates?


Boooo!

dorkasaurus_rex
Jun 10, 2005

gawrsh do you think any women will be there

How many folks are still playing the original? Tripwire has been so god drat good about adding content.

DarklyDreaming
Apr 4, 2009

Fun scary

dorkasaurus_rex posted:

How many folks are still playing the original? Tripwire has been so god drat good about adding content.

I know I am

turnways
Jun 22, 2004

Slybo posted:

How about some goon exclusive pre-early-access?

Oh btw. Is KF2 using UE3 or UE4?

Haha, no guarantees on early-early access but I'd love to put on a livestream for folks before early access once that ball gets rolling.

And it's using a heavily modified UE3; we started development before UE4 came out and we have enough tools and talented folks to really make UE3 shine. I'd love to work on UE4 though, seems like its UI-development featureset is pretty robust.

JetGrind
Apr 5, 2012

Tagging the streets and humming the bassline.

turnways posted:

Haha, no guarantees on early-early access but I'd love to put on a livestream for folks before early access once that ball gets rolling.

And it's using a heavily modified UE3; we started development before UE4 came out and we have enough tools and talented folks to really make UE3 shine. I'd love to work on UE4 though, seems like its UI-development featureset is pretty robust.

Do you folks have a time frame in which you're aiming to release this in early access?

ShadowMar
Mar 2, 2010

HERE IS A
GRAVEYARD
OF YOU!


I just wanna know if dosh throwing is exactly the same as in the first.

Brasseye
Feb 13, 2009
I'm really sick of early access in general, but would love the chance to buy it for this game.

closeted republican
Sep 9, 2005
While the forums were down, Tripwire released a new video showing off some of the specimens in KF2. It features the Clot, Slasher, Crawler, Cyst and FP.

https://www.youtube.com/watch?v=888YZjapV6Y

OwlFancier
Aug 22, 2013

dorkasaurus_rex posted:

How many folks are still playing the original? Tripwire has been so god drat good about adding content.

It's really fun to play with friends but I don't play it much any more. It's still just as fun as it ever was though, hopefully KF2 will give it a bit of a jolt.

kode54
Nov 26, 2007

aka kuroshi
Fun Shoe
I stopped playing months ago, mainly because my preferred OS is Mac OS X, and the Mac port still has the same bugs it had when it first launched:

1) Old fashioned fullscreen mode, and it even locks out Cmd-Tab task switching. The only way to get out is either to quit the game, or use the PC shortcut of Alt-Enter (as opposed to the Mac shortcut of Ctrl-Cmd-F) to switch to windowed mode, then switch processes. Which leads up to...
2) Depending on the sound device configured as the system default, it will try to switch it to 16KHz on startup, while still playing 44100Hz audio. It is possible to work around this by switching to windowed mode, opening up Audio MIDI Setup, then resetting the sound device to the correct rate, and switching back to the game.
3) Achievement/Perk progress is not saved between maps. Earn a bunch of points toward some skill, and you will lose them all after the match, unless you somehow earned enough points to reach the full achievement.

I tried to counter #3 "legitimately" by using the Zed Spawning Zone map offline. It worked pretty well for the door welding and healing grenade parts. Then I tried to do the headshot lineup alley. The game would repeatedly crash after about 20-30 full lines of Clots had been instagibbed by the heavy sniper rifle conveniently spawned next to the headshot alley. The same goes for the Windows version running either in a VM or natively. Gradually slow down and then crash.

I'm not sure I want to try the Steam Achievement Manager to apply all the perks I'm missing after all this time, either.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
As long as all the skill upgrades are more engaging (No more Weld X amount please), or creeping horror at how much busywork it is (Kill 3,600 stalkers, assault rifle only, before somebody else kills them from a mile away) I will be happy. Every time I would accidentally kill two or three stalkers with my Support's shotgun aimed at other enemies and a commando was on the team, I'd feel so bad for them.

I mean, yeah I fully expect them to drag out leveling times as much as possible (to drive off us casuals :jerkbag:). But as long as it's stuff that will occur naturally while playing at similar paces to other requirements, I won't mind. Marksman getting headshots is his JOB. Needing to heal X amount with a Medic was just fine, and only unavailable if you were in a perfect untouchable machine of a team. Needing to weld/unweld X time or kill X enemies (Ones that a mean look from teammates could take out by the time you notice them, despite special vision) meanwhile just took you out of it, on top of the time sink nature.

I hated left for dead 1 and 2, but I enjoyed my short binge on Killing Floor. Maybe it's for this game's simplicity in it's goals? Get dosh, kill monsters, celebrate with a money fight. The first time I ever played KF1 was during the Christmass Event. When I didn't even know events were a thing. It was the most magical of surprises :allears:

I never did quite work out that sweet spot of damage against Fleshpounds, so I tended to lazily shoot them little bit at a time until somebody ELSE pissed them off so I could ram my double barrels up his rear end in a top hat worry free. It USUALLY worked out :v: Aside from that I made it my life's work to kill all these drat gorefasts and bloats that seemed to be invisible to 90% of pubbies. Mister Marksman, I know you make more headshots in a half hour than I can make in a year, but could you please shoot something other than clots and crawlers?

Section Z fucked around with this message at 01:25 on Jun 28, 2014

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
So Slashers are the new Gorefasts. I wonder what Cysts do, it looked pretty similar to a Clot (which are now apparently fast zombies, that's cool I guess) but it must have some ability that wasn't in the video. Unless it's something to do with eating fallen Zeds, maybe it can revive them like that flame dude from Doom 2? And gently caress those Crawlers with the splitting lower jaws gross gross gross.

redstormpopcorn
Jun 10, 2007
Aurora Master
IIRC Cysts are the new scrub-tier pistol fodder and Clots are a little tougher and faster.

communism bitch
Apr 24, 2009
Sad that this is no longer set in Britain cause I'll miss the atrocious pastiche of British slang. Hope they can achieve the same level of ridiculousness by getting a bunch of Americans to imitate French people.

Propaganda Hour
Aug 25, 2008



after editing wikipedia as a joke for 16 years, i ve convinced myself that homer simpson's japanese name translates to the "The beer goblin"
Honestly I'd pay $20 for a non-poo poo server browser.

That and perks that are more interesting than "do % more damage"

Execu-speak
Jun 2, 2011

Welcome to the real world hippies!
Looks good, too bad after the RO2 debacle I decided never to spend another cent on a TWI product.

fat bossy gerbil
Jul 1, 2007

Execu-speak posted:

Looks good, too bad after the RO2 debacle I decided never to spend another cent on a TWI product.
Same here, they burned so many bridges with RO2 I'll really only consider TWI software long after release on Steam sale when it's been patched to a playable and complete state for :10bux:

communism bitch
Apr 24, 2009
Was RO2 bad? I remember having a lot of fun in beta and played for a little while after release. What went wrong?

fat bossy gerbil
Jul 1, 2007

RO2 needed another six months at the very least to work out the bugs, but they went ahead and launched anyhow. The game was a buggy mess and they started banning people and deleting posts on their forums when anyone complained. During this time the head of the company proved himself to be an insufferable manchild who stated blaming paying customers for not enjoying the game. They then proceeded to let the community fix most of the major problems, putting their unofficial fixes into official patches later. The game had unplayable lag for the first few months and TWI refused to fix it until someone in the community came along and did it for them. The game came out without support for custom maps and it took months of workarounds before the first custom maps were up and running. The SDK took like six months to get released and it's literally the UE3 SDK with some minor tweaks.

Troop transports and more tanks, critical features of the original that allowed for huge combined arms maps, were promised within six months of launch. Rather than adding this content, they promptly forgot about their pesky promises and moved on to the Rising Strom expansion so they could charge money for it rather than add the content they had promised people since before launch. They just patched in troop transports, two and a half years after launch mind you, and yet again they were done entirely by the community. Not a single extra tank has been made yet and we all know none will be. They've added all but two or three official maps to either game, instead waiting to add community made maps they didn't have to do any work on. RO2, while not bad, was lazy in many ways and could have actually been awesome in the hands of a competent software developer which is why I'll wait and see on KF2.

Fizzil
Aug 24, 2005

There are five fucks at the edge of a cliff...



Oberleutnant posted:

Was RO2 bad? I remember having a lot of fun in beta and played for a little while after release. What went wrong?

I quit at release because of the Mkb 42 spam. But i haven't lost faith in TWI, i mean its Killing Floor, they can't gently caress the formula up right?

Mans
Sep 14, 2011

by Jeffrey of YOSPOS
Rising Storm is pretty good, to be fair.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

The French Army! posted:

RO2 needed another six months at the very least to work out the bugs, but they went ahead and launched anyhow. The game was a buggy mess and they started banning people and deleting posts on their forums when anyone complained. During this time the head of the company proved himself to be an insufferable manchild who stated blaming paying customers for not enjoying the game. They then proceeded to let the community fix most of the major problems, putting their unofficial fixes into official patches later. The game had unplayable lag for the first few months and TWI refused to fix it until someone in the community came along and did it for them. The game came out without support for custom maps and it took months of workarounds before the first custom maps were up and running. The SDK took like six months to get released and it's literally the UE3 SDK with some minor tweaks.

Troop transports and more tanks, critical features of the original that allowed for huge combined arms maps, were promised within six months of launch. Rather than adding this content, they promptly forgot about their pesky promises and moved on to the Rising Strom expansion so they could charge money for it rather than add the content they had promised people since before launch. They just patched in troop transports, two and a half years after launch mind you, and yet again they were done entirely by the community. Not a single extra tank has been made yet and we all know none will be. They've added all but two or three official maps to either game, instead waiting to add community made maps they didn't have to do any work on. RO2, while not bad, was lazy in many ways and could have actually been awesome in the hands of a competent software developer which is why I'll wait and see on KF2.

You forgot the big selling point of multiplayer campaigns that they have not released in any form that actually works.

Carecat
Apr 27, 2004

Buglord
Well I have a code for a leather "Dosh" jacket and alpha hasn't even been announced yet.

folgore
Jun 30, 2006

nice tut
There's still hope, as already stated Rising Storm was good, and RO2's release didn't negatively affect the quality of the updates they kept pushing out for KF1. I'm going to lay the blame on Ramm Jaeger for the deficiencies of RO2 and thankfully he does not seem to be as personally invested in KF2 as he was in with the former game.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Party Plane Jones posted:

You forgot the big selling point of multiplayer campaigns that they have not released in any form that actually works.

What? There are tons of multiplayer campaign servers. Most of the most popular servers have campaigns.


And yeah, a lot of people assumed that RO2 was subpar because they were too focused on Killing Floor and it's sucessor to give a poo poo about a stillborn game. Let's hope they don't screw up Killing Floor 2.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Mans posted:

What? There are tons of multiplayer campaign servers. Most of the most popular servers have campaigns.


And yeah, a lot of people assumed that RO2 was subpar because they were too focused on Killing Floor and it's sucessor to give a poo poo about a stillborn game. Let's hope they don't screw up Killing Floor 2.

There is now, but the multiplayer campaign code/module was released mostly broken in fall of last year that was fixed up by the community to an actually playable state (see a pattern here?)

DeusExMachinima
Sep 2, 2012

:siren:This poster loves police brutality, but only when its against minorities!:siren:

Put this loser on ignore immediately!

Takes No Damage posted:

And gently caress those Crawlers with the splitting lower jaws gross gross gross.

pretty sure they always had that

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

DeusExMachinima posted:

pretty sure they always had that

Yeah but now everything's in Glorious HDTM instead of hacked together Unreal models from 2008... Not actually complaining tho, I expect each side of the jaw to be its own separate object in the new gore engine :gibs:

Takes No Damage fucked around with this message at 07:59 on Jul 2, 2014

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Mans
Sep 14, 2011

by Jeffrey of YOSPOS
The game will be much more terrifying if monsters actually run at you instead of walking really fast.

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