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What We Are Up To - Welcome To The Island

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Hello, hello, Is this thing on?

    Lockheart here and I've got some news. First the good, we've reached my fortress lair, Eden, at Cape Corvo. Now the bad, it seems we haven't seen the last of those incorrigible stowaways and piratical creatures. Chop chop, we have work to do, and by we, I mean you.
    steamfortress_03.jpg




    You lot are going places, and I don't just mean on errands around this place. To get your mode of transportation up and running, however, I'll be giving you a set of tasks to complete, stat!
    steamfortress_02.jpg




    I'll be sending my drone, Rover, into the field to help. Do make sure to stay close as these dastardly creatures will impede his progress, or worse, destroy him.
    steamfortress_01.jpg




    And while Rover isn't around I'll be needing you to collect some things and transport them to where they need to be. Did you expect Rover would be around to help you with everything? He costs more to run than I pay you! And while you're at it, I believe I left a flatbread in the oven. Be a dear and bring it to me, mmmm Scrake ‘ems, never goes bad. How can it, it starts that way!

    Make sure to check back in soon, I believe the Horzine team wants to share more information about an upcoming update to your Mission Emitting Neverending Undertakings system, or MENU for short. I believe you will find it in the "game mode" section, whatever that means.
     
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    Aleflippy;n2331540 said:
    Really digging the aesthetics of the map! Looks almost like a mix between the bright and vast world of Half-Life 2 with the Retraux aesthetic of the first two Bioshocks !

    I'm a bit less enthusiastic about the return of objectives... I hope they'll be more compelling than Santa's Workshop.

    I'll have to say I'm in the same boat as you atm. ESPECIALLY since the idea of "Rover" seems to be an exact replica of the whole move-the-sled objective from Santa's Workshop, and considering that even Santa's Workshop (along with the addition of the sled objective) was just a recycled version of the already half-hearted Airship "objective mode" (which was literally just welding crap for money if you felt like it I guess).

    In fact this whole recycling of ideas thing has been somewhat of a pattern for a while now, since EVEN THE AIRSHIP "objective mode," in addition to the welding tasks, had just one other type of objective -- and that was literally just stand your ground, once by itself, and once with the mechanic of a lever that for whatever reason only works when nobody is in the vicinity (and this still makes zero difference since Stand Your Ground already works the same way but at a constant pace).
     
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    MartinMasheen;n2331547 said:
    I'll have to say I'm in the same boat as you atm. ESPECIALLY since the idea of "Rover" seems to be an exact replica of the whole move-the-sled objective from Santa's Workshop, and considering that even Santa's Workshop (along with the addition of the sled objective) was just a recycled version of the already half-hearted Airship "objective mode" (which was literally just welding crap for money if you felt like it I guess).

    In fact this whole recycling of ideas thing has been somewhat of a pattern for a while now, since EVEN THE AIRSHIP "objective mode," in addition to the welding tasks, had just one other type of objective -- and that was literally just stand your ground, once by itself, and once with the mechanic of a lever that for whatever reason only works when nobody is in the vicinity (and this still makes zero difference since Stand Your Ground already works the same way but at a constant pace).

    As we have been saying for some time, we've been introducing systems into the game to work towards something bigger. Like adding smaller pieces to a puzzle until you have it completed. If I am not mistaken, we started this journey with the introduction of some new systems in the Kingdom map. Now it looks like you're seeing how it all fits together. :)
     
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    I don't care much either way for objective mode quality - I never cared for it in the first game, and I don't care for it in this game either. Why worry about escorting wounded ringmasters or repairing broken carts when I can just play normal survival and still shoot stuff?

    Ever since DieSector was released I've been playing nothing but that map except to get achivements. For someone such as myself who isn't terribly objective-oriented, however, the slightly watered down approach works well. And considering how this game targets a much more casual audience then the first game, I see no issue here.
     
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    Kittenmittens;n2331561 said:
    As we have been saying for some time, we've been introducing systems into the game to work towards something bigger. Like adding smaller pieces to a puzzle until you have it completed. If I am not mistaken, we started this journey with the introduction of some new systems in the Kingdom map. Now it looks like you're seeing how it all fits together. :)

    I'm glad that this is at least consciously being worked upon so that improvements are being made, but I'm not being pessimistic just to be pessimistic -- I'm genuinely uncertain about where this is all headed. I'm worried about seeing the escort type objective already popping up again because to me it seems like taking two steps forward, then three steps backward should the patch fail to add onto it sufficiently. It's early to say, but I've just been particularly skeptical after some of the past few updates. The last one was probably the least "exciting" patch thus far, but simultaneously, the least disappointing -- I didn't really expect anything amazing out of it so I was somewhat neutral with the results. I still believe the Killerwatt is at least slightly overpowered despite its slow charge fire rate (even with a slow startup, the punch feels almost too rewarding to me), and the Helios Rifle feels like it needs a bit more ammo for a Tier 5 (yeah?), but that's just me. I'd say the main issues right now lie with balancing, and well, general repetition. I'm just waiting for something to refresh me again, and that's what I'm hoping to see in a future objective mode update.

    But for starters, I'm already skeptical about the weapons introduced so far (again, just me probably), and I've no clue where this next update will be heading now. Since I presume you're bringing back Lockheart again, I can only wonder..
     
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    It would be nice to get a few maps per update. I know they are time & resource intensive works but the Community provides a lot of maps that could be fine tuned and added officially to the roster. A Steamland Remake was added in the last year to the Workshop. It would be cool to play through the entire Lockheart story without having to switch games.

    I am however of the opinion that Objectives should be a separate game mode not bound by map.
     
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    I think the progression of the updates so far have been intriguing, since there are mechanisms in place that may be useful for world-building.

    There is a lot of potential for lore in the KF-verse especially on official maps, I believe that building these new tools and mechanisms are not only necessary for the longevity of KF2, the experience and knowledge that the KF team gather now will also carry over to KF3 or subsequent expansions/spin-offs. With enough time, I speculate that it may seem plausible for a PvP mode that piggyback off these new mechanics to create an interesting playing field, e.g. alternate winning conditions for Zeds/Humans, objectives, king of the hill and etc.
     
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