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Deceive Inc. Operation Overhaul Live Update

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Operation Overhaul Live Balance Update
Agents, we are dropping our first live balance update for Operation Overhaul effective immediately. This requires no download from your part and will automatically take effect in-game.

Our current mindset with this update is to keep the most oppressive and unpleasant elements targeted by feedback in check while we continue parsing through feedback for larger overarching changes in the future.

With all this said, let’s have a look:

Damage Falloff
Damage Falloff is one of the biggest changes to DI’s sandbox this update and as such, we are monitoring feedback, analyzing numbers and taking a deeper look at where it should go next. While we are having a larger look at the mechanic, we still wanted to make full-auto weapons more lenient in the meantime as this was highlighted by the community as the most difficult aspect of this new reality.
  • Changed start distance on falloff for full-auto weapons 10m => 15m

Guards Behavior
We are aware of player’s frustration around the amount of guards that can quickly crowd around a duel when guards are in melee only mode. We are reducing the amount of guards actively attacking you when you have no heat to one. This should help reduce the chaos when you add this up to all participants in a fight by cutting the aggro-ed guards by half.
  • Max amount of actively aggro-ed guard without a heat level 2 => 1

Agents
Ace

Ace received a slew of changes around her passive and we noted a large amount of feedback that the charge now feels clunky because of when it starts when shooting your weapon. We’ll be looking at this in a more in-depth manner in the near future, but we wanted to give Ace players a bit more charge speed to offset this in the short term.

Weapon
Queen of Diamond

  • Charge time shortened 1s => .65s

Jack of Diamond
  • Charge time shortened .45s => .3s

King of Diamond
  • Charge time shortened 1.3s => 1s

Chavez
We received some good feedback on the fact that a tight ammo economy is not a fun gameplay lever, we are moving away from this on two weapons this update, including Chavez’s Duke by giving him a full clip per box.

Weapon
Mod 2: Duke

  • Ammo amount gained per box raised 2 => 4

Larcin
In the same spirit as Chavez’s change, we are giving a more lenient ammo economy to Larcin’s Violence to allow it to shine more as a unique option in his arsenal.

Weapon
Mod 2: Violence

  • Ammo amount gained per box raised 4 => 8
Expertise
Grande Finale continues to be a very strong tool for Larcin and his team. We are making its cooldown longer than his other options for now to make its use a bit more of a commitment in a fight, but we are looking at fixing a few issues around its potential interactions that makes it stronger than intended in the near future.

Mod 1: Grande Finale
  • Cooldown extended 60s => 75s

Red

The oppressiveness and strength of Red’s charm and heartbreak has been a hot topic of discussion recently. We are taking steps to make the ability less annoying to play against while making sure it’s still a useful tool in Red’s arsenal. We are also toning down the Lovebite shotgun which has been highlighted as the most destructive tool in Red’s arsenal in its current state.

Weapon
Mod 2: Lovebite

  • Damage 40 => 37
  • Fire Rate 1.15 => 1.05 shots per second

Charm
  • Reduced Charmed duration 8s => 5s

Heartbreak
  • Heartbreak Duration 8s => 6s
  • Heartbreak additional damage now in line with vulnerable status effect 35% => 25%
Squire
Squire’s javelin is in a special position with the release of Operation Overhaul. While it’s one of the weapons that is most affected by recoil in the current state of the game, it’s performing extremely strongly for anyone that can control it. We will look into making the weapon less unwieldy in the future since this is beyond the scope of a live update, but we need to calm down the speed at which it melts opponents in the meantime to level the playing field

Weapon.
Mod 1: Trident
  • Damage 11 => 10 per bullet
  • Burst fire rate 10 => 9 shot per second
  • Headshot Damage 15 => 14
  • Reload Speed 2s => 2.2s

Maps
Hard Sell

  • Fixed a close player spawn on top of the Auction Hall

Fragrant Shore
  • Buffed ‘drawers spawn pools’ to have items more consistently.
  • Fixed a keycard spawning behind a bed.

Sound Eclipse
  • Buffed ‘drawers spawn pools’ to have items more consistently.
  • Tweaked some close spawn points in the habitation section.
Known Issue: Due to the nature of live balancing, visual feedbacks on ammo pickup will display the old amount of ammo until we roll a client update in the future. This will affect Chavez's Duke and Larcin's Violence ammo pickup prompt in the meantime.

Buildable structures and utility

As usual, I fully back up Onion's claims. He certainly put everything into perspective way better than I would have.

I'll simply return to the comment directly addressed to me: yes, the Fortnite comment was both easy and quite dismissive. And I'm sorry it came off that way but... Unsurprisingly: things inspire other things, which in turn might inspire people. You title your topic "Buildable structures and utility", of course I'm gonna think of one of the biggest games of the past few years. As Killing Floor isn't a RTS, I obviously wouldn't have gone straight to the conclusion that you were proposing some type of base-building option, akin to Starcraft or Age of Empires. I guess I could have thought about various engineer classes in shooters, that are able to build up sentries and what not (Torbjorn, TF2's Engi and so on). But the mere word "structure" really made me think of Fortnite, sorry about that.

I mean, it would be like playing a platformer and not think once about Sonic, Mario, Crash Bandicoot or Rayman. You can only compare with whatever you know, right?

Fun fact though : FortWars, a mod for TF2 that allowed teams to build various structures before the beginning of the match, right before pitting each of them against each other in a deathmatch scenario... was released a whopping seven years BEFORE Fortnite.
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Welcome to the new Killing Floor 3 Official Forums

Do in kf3 will be supported Nanite and Lumen? What about custom maps and mods support / do SDK will be on game release?
And, if somebody know, what size standarts are used in level design. (The size of square tile, player, zed, doors and another stuff)
Just for know what to prepare for if will be released SDK with game ❤️
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Buildable structures and utility

Fortnite much?

I remember a mod for the first Killing Floor that added turrets... I can't quite remember how good/bad they were, but I do have some core memories from KF2's drones. They sucked.

Plus, unless KF3 somehow goes back to a more grounded, slower pace compared to KF2 where the best strategy was often to keep on running... I doubt people would even care about upgrading your defenses. The best way to deal with zeds is to avoid giving them any space, as you might need it to either escape or simply heal back up/reload... quite the opposite of camping around.

As for a Stalker that straight up "dodges" your bullets... For the love of everything good in this world, NO. It's one thing to miss a shot because the zed you were aiming at did a little somersault to avoid being blasted by a shotgun. It's something else entirely when your shot simply DOESN'T CONNECT. You can't predict that : you just have to hope she won't avoid the second shot.

Unless you offer some kind of counterplay other than "pray for it to land", that's a hard pass.
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Breakable walls and stuff

Well, we just had a discussion about how impactful such changes could be in a franchise like Killing Floor, but since it was more focused on increasing movement tech rather than making the maps and their environment more interactable... I guess it warrants a few extra tidbits of information. Even if the general concerns (perk roles, weapons functionality, zeds power...) are still overall applicable.

-Broken Doors : well, unlike the first Killing Floor, KF2 really didn't invite us to use doors as a tactical advantage no longer. Considering how sluggish you were in KF1 (as well as zeds), it was pretty natural to deliberately choose to box-in and cover a small area with all your firepower... Made even easier thanks to doors that would magically respawn after each waves, but also pipe bombs, grenades and whatnot. In KF2 though... Unless I was trying to be a little cheeky bastard by placing booby traps as a Demo, they were pretty much useless. Even with a diligent Support Specialist on your team to repair any broken doors, you were often better kiting around the map rather than camping a single zone... Especially with zeds being a bit meaner this time around. If anything : sealed doors could spell your demise instead ! As it effectively removed a possible escape path for you and your mates to take. Unless KF3 goes back to that slower pace (and I don't know if that would be a great idea), I don't think we should bother with doors. That would probably barely change anything, except for a select few clutch seconds you might win by closing the door on a zed's face.

-Breakable Walls/Floor Gaps : now we're into much more interesting and uncharted territory. I could totally see it being both a blessing and a curse. A blessing as you can take zeds by surprise and even open up a new path for you to flee out. But also open up a new gate for zeds to swarm you quicker. The fact that it's preset is a little reassuring, as you couldn't just tear down a whole entire building (especially by mistake). And I'm personally all for maps that "evolve" as you're playing them. I do fear however that it could bring up some griefing potential, with lone teammates taking the initiative to tear down a wall at an inopportune moment. The fact that crawlers could also open up such walls is also a little worrying, considering they're among the most plentiful of zeds. I believe it should be reserved for PLAYERS ONLY, with the added balancing being that once a new path is open... it is open to everyone. Fiends and foes alike. I included your Floor Gaps idea to the mix, as I have similar thoughts regarding them.

-Crawler Tunnels : let's cast aside the mere thought of it being far too difficult to implement in a way to feels natural and instead focus on what it could bring should the ability be added to the game. I think it's better than giving Crawlers the ability to tear down walls like players does. And I also believe it's cool to have a zed with a more supportive role towards its brethren (I believe the only zeds coming close to that idea right now are the Rioters and Sirens). It would also feel a litte less jarring than zeds teleporting to your position... And I could see it as a nice "bonus objective" to shut down tunnels by lobbing grenades or fire into them. But I also think it would look a little comical to see a massive Bloat or Fleshpound emerging from a tiny hole built for spidermen... Maybe these could be limited to trash zeds only? It would also avoid suddenly having a small army emerging straight from under your feet. Similarly to the Breakable Walls idea though... I think it should be limited to Zeds only. Not the players themselves.

-Support Specialist : You haven't defined what you mean by "vent shafts", but I would guess it applies to smaller zeds spawning from sewers or well...vents. I'm not exactly against it, anything that makes the Welder a little more helpful is welcome. But I honestly think it's gonna be the same deal as doors : most people wouldn't even bother, and instead will try to dispatch the zeds as soon as they take a little peek. If it forced crawlers and such to take OTHER PATHS however... You might have a little strategy here, although unreliable.

-Interactable cars : Again, I fear that it might be way too cumbersome to actually add into the game. Since it's a shooter and not a racing game, I can't see them taking extra care into making the cars physics and driving optimal. Because if they did, well... might as well make a racing game. And if it's too annoying to use, people might just not bother using the mechanic. I also feel that it could end up getting you killed more than it would save your skin. And last (but certainly not least) : think about map making. Usually, props are not just there to decorate an otherwise fairly empty map. They often act as some sort of obstacles or barriers... derelict vehicles being part of the equation. By allowing them to be used, you're effectively reshaping a significant part of the map layout... And unless those become super massive (which doesn't seem to mesh well with KF's gameplay), you'd effectively make something that wouldn't amount to much in the grand scheme of things. I'd be okay to turn them into booby traps as a Demo though... similar to how doors can be used. I just miss being able to place traps man... C4 just isn't the same as pipebombs !

-Crawlers in general : Don't get me wrong, I'm all for novelty in sequels (and gaming in general). And just like KF2 added some flair to nearly all existing zeds, I think KF3 should try to do the same. And also, if we can get new biomes, that's the icing on the cake ! I'm tired of labs and military bases to be frank. But having maps based almost entirely on crawlers? Giving them set-spawn points that would infinitely spawn them until you dispatch their nests? Giving them the ability to fly? All of that sounds like a lot... Every zed in Killing Floor so far sort of fits a role. The Husk is there to keep your team in check at longer ranges. Bloats are bullet sponges. Sirens are here to nullify explosives and gnaw straight at your health. The Fleshpound and Scrakes are the tanks and so on. Having crawler-focused maps would greatly weaken certain perks and make some others downright invincible. Going after nests could become either trivial or downright impossible. As for them flying... I guess it could spark some new life into the game's slowly aging mechanics. But it would require such a new perception of how maps are supposed to work. And while you don't really need a lot of vertical mobility to aim up and shoot... I can already picture zerks having an awful time dealing with those flying threats. I do concur however that their swarming nature could make them the next game's Clot... who honestly aren't really working as a "cannon-fodder, but dangerous in packs" enemy.

-Nest Guards : OK... I assume you got inspired by antlions from the Half-Life universe? Good choice ! But I can already see a few issues with such an enemy. First and foremost : making it more difficult for precision perks, when those are already meant to be "high-skill, high reward" type of classes is a little dumb. You should reward players for careful aiming their shots, not punish them ! It's already hard to convince people to play Sharpie or Gunslinger in KF2 when you can do the same and even more with a Demo or Firebug... I feel it would dilute their interest even more. Similarly : making the body the main weakpoint rather than the head is something that doesn't really sit well with players, as EDARs proved. I'm personally NOT against games keeping you on your toes and making you relearn some strategies when new challenges appear. But here, it almost feels as if you're asking players to be DUMBER in order to prevail. It's ok for the Firebug, as aiming for the backpack is a little trickier at times (it's behind its back after all...) but rewards you with a big explosion. It is not when headshots are suddenly invalidated and going rambo is the best way to go. And yet again : I believe Bloats, Scrakes and Fleshpounds are already great exemples of tanks for the Zed Horde. You KNOW they are top-priority targets that can quickly demolish your entire team if you're not careful. But focusing only on them can allow other zeds to move forward, potentially reaching you and trap you... The Nest Guard sounds like more of the same, with just a little annoying tidbit borrowed from the EDARs. Maybe allow FPs and Scrakes to block incoming damage a bit more frequently, and I feel we'll have achieved nearly the same as your new zed idea... Sorry !
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Killing Floor 3 Suggestions

Well... The thing is that it's indeed a very Titanfall thing to do. I don't believe any other game truly managed to replicate such movement tech. And barely more even tried to do so. Hell... Remember how Call of Duty: Infinite Warfare was trashed before release? Because people got super mad we had YET ANOTHER Call of Duty game with air movement and whatnot. I think people tend to like their shooters with more grounded moves for the most part... Outside of movement shooters of course.

Straight out of my mind, the only modern games I can think of who also tried similar things (in multiplayer games mind you) are Brink and Lawbreakers... Both being quickly forgotten by history mind you. Quite a shame though, as I thought Lawbreakers was pretty damn crisp. Each of the nine classes had different movement tech, that played perfectly within the different maps on offer, and usually tailored to their gameplay in a pretty meaningful way. But I guess Killing Floor 3 could have movement more akin to Brink... Which was far more reasonable (albeit still impressive for 2011!). You could slide, you could wall-run a little, climb up or down... Fairly straightforward.

Anything beyond that (and even such capabilities in fact) could drastically change the Killing Floor formula. Kiting was already a big problem in KF2... Imagine if you could quickly slide before getting boxed in, or if you could wall-run where no zeds can harm you... That'd be a little too powerful. And it would make already mobile perks that require little to no aiming absolutely bonkers.

In fact, you'd have to rethink maps, zeds, perks and potentially weapons altogether. So much so that I wonder if it's even worth it... Because if you don't, and try to keep it rather simple, then it would be nothing more than a gadget. And I feel like crazier movement should ALWAYS benefit the game, not just bring some spectacle.
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Release date of killing floor 3 xd

When will it Release? I cant wait anymore
Short answer? Nobody knows so far.

Tripwire released the announcement trailer six months ago, which basically told us nothing other than the game was in development... And nothing has emerged so far.

The usual idea would be that the game is far from being complete if they aren't showing anything yet. I mean... If you don't showcase anything, it's usually because there's nothing to show ! But at the same time, it seems like the hot new trend is to release games (and even movies or albums) very close to the beginning of their marketing strategy. It's not uncommon anymore for a game to release mere months after the ball truly starts to roll. Maybe that's what's about to happen with KF3? I could see them releasing a gameplay trailer for each perk in the game (along with a few tidbits of novelty like new mechanics, new monsters, new maps sprinkle into such videos as well). You release one video every two weeks or so... Assuming they're keeping 10 perks, that would mean 20 weeks of promotion before release. Five months... Doesn't sound too far-fetched to me. But that's obviously a theory based on NOTHING. Maybe they're just taking their time to finally offer a deep look at what's in store for us. But at that point... There's not a whole lot to do but wait.

Final Release KF-Blood Covenant

Thanks to:

Seanchaoz (guides and tuts)
Tripwire Interactive ( SDK Wiki, assets & amazing assets and game)

Download link on Steam Workshop

[EN]
Initially, the idea was derived from the game quake 3 and was called Q3DM6.
then it was developed in the game quake champions.
now we have a chance to play on this legendary map and in Killing Floor 2
Since this is my last job in 5 years, I don't think there will be any more new projects. I hope you like it <3
at the moment this is the first version of the map and gameplay changes and bug fixes are possible as they are discovered.
incredible optimization work has been done so that even on the weakest PC everything works great and stable. all according to the canon of official maps from famous level designers
The map has been tested up to 50 waves in solo mode. I am waiting for your feedback

[RU]
изначально идея почерпнута из игры quake 3 и называлась Q3DM6.
далее получила развитие в игре quake champions.
сейчас у нас выпал шанс поиграть на этой легендарной карте и в Killing Floor 2
По скольку это моя последняя работа за 5 лет, думаю больше новых проектов не будет. надеюсь вам понравится <3
на данный момент это первая версия карты и возможны геймплейные изменения и фиксы багов по ходу их обнаружения.
была проделана невероятная работа по оптимизации чтобы даже на самом слабом ПК все работало великолепно и стабильно. все по канону официальных карт от знаменитых левел дизайнеров
карта была протестирована до 50 волны в соло режиме. жду вашего фидбека

Screenshots and vid:
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Solo Gameplay from High Velocity Raptor
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  • Article
Deceive Inc. Operation Overhaul Hotfix 1

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Operation Overhaul Hotfix 1
Agents, as discussed in our messaging last week, we are pushing a hotpatch for a myriad of issues we have spotted in the wild since the launch of Operation Overhaul Phase 1. Our focus with these tweaks is mostly to get the game in a better state before looking at more gameplay tweaks in the future. Let’s dive in!

General Changes
Vault Printers Audio

Vault printers will now make use of audio occlusion for the printing sound, reducing instances where you can hear a print while being out of the UI indicator range. This should make printing more easily defendable from third parties that are out of sight.

Tap Input Tweak
We have extended the window of time of what is considered a “Tap input” to make it register more consistently. This was a bigger problem with vials being a tap by default input, making it so that sometimes a tap that was too long would not heal you.

Bugfixes
Maps

  • Added a missing vial dispenser in the Diamond Spire 4TH floor staff room.
  • Fixed a collision on top of a glass dome in Silver Reef that could allow players to leave the map.
  • Fixed a spawn point underneath a staircase in Silver Reef.
  • Moved the “Royal Orca” mimic in Silver Reef to clear the way a bit more and prevent players bumping in it while leaving the shortcut.
  • Fixed an issue that caused the “Change Agent” prompt to no longer show in the training range.

Characters
  • Fixed an issue where Yu-Mi’s EMP flock visual effect would stay stuck after the pre-game lobby.
  • Fixed an issue where Yu-Mi’S EMP flock sound would stack.
  • Fixed an issue with Marquis Larcin’s skin breaking some 1P animations.
  • Fixed an issue that caused Yu-Mi’s EMP flock to inflict a small slow effect.
  • Madame Xiu’s “decoy NPC” left behind after an expert can no longer open the doors to the objective room, allowing a printer skip.

Controls
  • Fixed an issue where aim-assist would apply to bodies on the ground, throwing off your aim.

Misc
  • Can no longer use a healing vial while charging a weapon (Yumi’s Slingshot for instance).
  • Vault Printers, Vault doors and terminals UI widget will no longer be visible during the result screen.
In addition to the hotfix, we are currently sifting through the top balance concerns to put together the first live balance update of this patch cycle which we hope to release next week. Stay tuned for more news on its content and when in the near future!

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Why Not Free To Play? A Stickied Answer

To answer a question that comes up fairly frequently which is: Is the game going F2P or any plans to make it such?


TL: DR There are no plans to take Deceive Inc. F2P.

More in depth (which we've said before but it seems to get lost over time). F2P is not always the right answer that some imagine it is in terms of boosted player count, engagement and monetization. Many F2P titles do not survive, and there is a potential that if Deceive Inc was a F2P title, it would have ceased to operate at this point in time due to things like server costs. Server costs can also be a major problem for all but the top earning F2P titles.

To add to that topic, a F2P transition change that is unlikely to have a positive reception:
  • Monetization would need to be resigned to be more aggressive and more of a focus of content generated.​

Deceive Inc.'s post release monetization was designed to be super fair to the users.
  • Passes are durable and never expire​
  • A pass gives players half of the currency used to acquire back (it can't be full or players would only ever buy 1 pass. Once again it is durable and never expires with no FOMO attached).​
  • It is purely cosmetic with most items able to be purchased with earnable currency as well as paid currency​
  • The paid currency can be acquired ingame​

We are always evaluating how to best support the game and will let everyone know about changes as we continue to develop.

AI Agent Status And Feedback Thread

What does "new player experience" mean here exactly?
AI bots in first few matches are fine, but it should be made perfectly clear when and what players are bots.
Actually I'm not sure if you can even see the full list of players in the lobby/game, so you might want to do something about that too.

New players have their own separate queue to help prevent them from running into more skilled players until they learn more about the game mechanics.
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Killing Floor 2 Hotfix Changelog (Game Version 1150)

Wasn’t sure where to post this but I sent a support ticket 2 days ago for the cosmetic pass on xbox and haven’t received a fix for the missing items or even a update about my ticket is there anything I can do about it?
Support does not work weekends but should get to your ticket shortly. If you let me know your ticket number I can follow up with them.
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