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We're happy to say that we have another patch out for the game, fixing a bunch of issues and adding some new functionality. The game will update automatically through Steam - exit Steam and restart if you are unsure. And the changelist:
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#2
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YAY! Now those damn servers trying to exploit the amount of users allowed on a server to play will be gone...
Also like the sprite emitter fix...thx... ---Stixsmaster
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#3
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Another patch. Great! Keep them coming, because there's a few issues that makes me feel a little limited in my game play (and my mapping too). The unlimited ammo bug on(a couple of weapons I heard?) the Hunting Shotgun being my main factor of annoyance..
Still, great great job guys!
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#4
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>Fixed a common crash involving Sprite Emitters, generally caused by using a Flame Thrower and/or multiple Grenades
thanks for this fix! |
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#5
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My mouse extra buttons (4th n 5th) dun work anymore, they worked fine before the update. Had them simulate keys like E for use...
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#6
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Quote:
Quote:
It takes experience to learn when to restrict and impose limits and when not to. TWI is trying to protect the quality and experience of the perk system. You can't blame them for it. If they just threw their hands up in the air and said "f*ck it" then it could ruin the game play, or make it better but I'm not sure they're interested in taking that risk. Perks are fun and many people only like to play when they can use their perks. The only limitation I find to be foolish and a bad move is maps with custom actors (for interactive levels and awesome play) don't allow perks. This excludes a whole fun customized area of play. It's 100% fine to disable progressing perks, but disabling it completely from use changes the game play experience. I'm sure in due time they'll open it up and when they do I can't wait to make some custom maps. I think the best and most fair way to handle perks for both parties is to scale down the amount of perk damage you get based on how many players there are. If the fp normally has 3,000 hp but scales to 50,000 hitpoints, then scaling back the perk's damage to 6% would make it correct, but then you're not taking into consideration what's fun for the players so making it 12% would be better. Great games with many people are one of the things I really miss in KF. I went from playing 4-6 hours every night stright, on the mod for a few months up until release (I've been playing on and off since 2006) and now I'm down to playing 2-3 hours every 3 days or so because its missing the fun atmosphere I really enjoyed. I miss having fun games with all my mates but it's not so possible now because of the player limit. When people find an alternate use for the product then the company should take advantage of it and add it to help realize the products full potential. The community is finding fun and new uses for the game (larger scale servers) and I believe the developer should follow suit and raise the player limit cap. Its more hindrance than benefit to restrict people from getting more joy out of it. I vote a 16 player limit.
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Last edited by Jaek; 06-04-2009 at 09:49 PM. Reason: coloured it |
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#7
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The only really useful parts of this update are the Clots grabbing again, the friends tab, and the Exploit fixes.
Not allowing perks to progress on servers with more than 6 players is dumb. I understand WHY they did it, but it does more harm to legit players than power-levelers. The quote from the devs: "For instance, if you have a Fleshpound whose health would be a max of 3,000 with 6 players, and then you have 32 players and its health is 50,000, then players can take turns shooting him and very very quickly rack up damage." I see an OBVIOUS fallacy here. If they're playing legit and not on a leveling map, than that means that THEY STILL HAVE FLESHPOUNDS WITH 50,000 HP TO DEAL WITH! ONES THAT WILL STILL RAGE AFTER TAKING A CERTAIN AMOUNT OF DAMAGE! Yeah, you'll rack up the damage quickly. Because if you don't, you die. A power-leveler can just make up a proper map, set difficulty to Suicidal, and get 6 players to level faster without the risk of that uber-fleshpound KILLING YOU OR OTHER PLAYERS. But that's not my main point, I suppose. My point is that once again, it's only been a bug-addressing patch, though. We really need a content or balancing patch... Thanks for fixing the bugs, really, especially the 'safe-zone' exploits that were ruining some maps, but there are some serious balance issues that still need looking at...I'm tired of seeing Supports out-snipe Sharpshooters with their godly shotguns of uber-penetration, increased ammo, and unlimited range... |
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#8
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once again, TWI scores points with me, and KF is even more kick-***
i can't think of a dev right now that i like better than you guys, you guys are tops ![]() though i am getting the menu error where i can't see my profile and achvmnts, steam error preventing access w/e n' stuff not hurting me bad though cuz it all seems to be working in game, so that's fine Last edited by Sgt Jigglebelly; 06-04-2009 at 09:52 PM. |
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#9
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Thanks for the update, guys!
And, finally, although not quite in the incarnation that we would prefer, you gave us our buddies list back!
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__________________ Capt.Marion |
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#10
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With this new update, will perks be usable on maps with custom triggers? Not for progressing, but just usable?
I posted this as a thread but then I saw this update thread.
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#11
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Whitelist some mutators guys and add a first person spec mode
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#12
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All work, i downloding with steam! THQ
Last edited by PWAA; 06-04-2009 at 07:20 PM. |
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#13
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Damn, a Friends Tab!!!!
Its almost like I got my Buddies List Back!!!
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It appears there is now a glitch with getting into profiles and achievements from the main menu. We're working on it and will fix it ASAP.
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#15
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Quote:
Also, I noticed (not a big deal but wtf) there was a square instead of a ! in one of the "loading" messages - something like... "Watch out<square> The gorefast lives up to his name... watch him speeding in towards you!" Don't know if you noticed. Liking the changes of course. Are you going to fix any of the achievements soon? BTW thanks for disabling perks for 6+ servers; I really hated that trend. It really made the game far less enjoyable for me to go on them and they were sucking up the population that would play on proper servers. Perhaps all those people will actually start playing the game the way it's meant to be played now? Let the flaming ensue. Last edited by HeatSurge; 06-05-2009 at 11:33 AM. |
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#16
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"Fixed Clots not grabbing players that do not have the Berserker Perk selected." You wrote "commando perk" on the Steam update list. |
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#17
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Servers with more people created a feeling of a bigger community and is a fun diversion from a six man team. Response to: "You can still play on those servers, your perks just won't progress". Part of the fun is leveling my perks. I suspect other people feel the same way. Tripwire may have just killed the more than 6 player server community. I do not think this was a wise move. [sarcasm]Did Bill Roper just join tripwire?[/sarcasm] |
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#18
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ATTN TW Staff.
There is now a bug where using the number keys on your keyboard to switch to you knife will not work. IE ; your binding is to KNIFE not melee but knife in the controls menu. If switch to knife = numbers 0-9, it will not work. Also, please fix the rockets going through the patriach bug. |
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#19
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genesiis check if the naming was changed maybe for the command.
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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. |
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#20
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That's a shame. I was having fun on my 32 player server. Guess it's back to KF-Perkbuilder for me until I get level 5s.
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