Here's a few ideas I think would be a good addition/change to KF.
First off, better splitting of cash for kills. As it is now, only the player with the killing blow gets cash for killing a specimen. This makes for a lot of killstealing, allowing a player to stand and watch others fire a full mags off into, say, a FleshPound and then they just swoop in and put in the final blow and they get the count and cash. So my suggestion here would be to distribute cash according to how much a player has damaged a specimen. Of course, lesser specimens like Clots may be hard to split up if attacked by multiple pistols, so they could be excluded.
Another idea is to add a HUD perk levelup display so players can consistently keep track of what is needed to achieve next level. This display could just show a small icon representing the weapon or item to use and a small bar next to it, it won't have to have text on the bars themselves.
Lastly, add 2 more sound options: one to disable the annoying trader without lowering the overall sound message level and another that will disable the very repetitive 'reloading' from players.
First off, better splitting of cash for kills. As it is now, only the player with the killing blow gets cash for killing a specimen. This makes for a lot of killstealing, allowing a player to stand and watch others fire a full mags off into, say, a FleshPound and then they just swoop in and put in the final blow and they get the count and cash. So my suggestion here would be to distribute cash according to how much a player has damaged a specimen. Of course, lesser specimens like Clots may be hard to split up if attacked by multiple pistols, so they could be excluded.
Another idea is to add a HUD perk levelup display so players can consistently keep track of what is needed to achieve next level. This display could just show a small icon representing the weapon or item to use and a small bar next to it, it won't have to have text on the bars themselves.
Lastly, add 2 more sound options: one to disable the annoying trader without lowering the overall sound message level and another that will disable the very repetitive 'reloading' from players.