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So my reasoning for thinking of this, is because of the idea of “what if there was an increase in the level caps?” So if there ever was such a thing, then why not have another level of difficulty? As it stands, many of us do not think that such a thing will occur, but if there was a level increase, would simply increasing the basic stats for zds be justified? If there was another level of difficulty, I suggest that it be called Apocalyptic. Apocalyptic, sounds pretty big and bad***, and its probably going to be one of those difficulties that would be very hard, if not near impossible to beat. A simple design for the icon used when finding a server with this difficulty, it could be a red skull with white eyes and a flame shooting out of the backside.
So thats my reasoning for having another level of difficulty, but its simply increasing the various abilities of zeds. In my opinion, and I think others would agree with me, that sounds to simple and very boring. As it stands, Hell on Earth has been considered too easy for some, while others think that its a good challenge, so I'm proposing various ways of changing the game play for a game on HoE difficulty. The Hell on Earth Concept changes: Husks are still very resistant to FB’s, but this time, they cannot be set on fire. Also, FB’s CAN be damaged by Husk’s firecannon, if they are directly hit by the shot. (The damage inflicted is just like how the All husk mutator is.) 10-15 seconds less time for trader (better know where it is, where any shortcuts are, and what your wanting to buy) Zeds spawn in smaller numbers (just slightly, but it’s a way of giving a slight, fighting chance for the players) Patriarch’s overall damage, speed, and health is kept the same, but he can heal a fourth time, OR Patriarch’s overall damage, speed, and health are all the same, but when he runs away to heal, he can heal for a higher percentage of health. Zeds are tactically “smarter”, and will try to entrap a group. A basic example is that if a swarm of clots and crawlers are heading to a group of players, the clots would go and attack from the front while the crawlers would keep behind and attempt to circle around the players before attacking. The one upside to this is that it makes the zeds more vulnerable, but if they go unnoticed, then they can be a nasty surprise. This doesn’t apply to FP’s, scrakes, husk, or sirens. This promotes better awareness of a player’s own surroundings. No weapons or armor spawn during the round. Only ammo packs do, but rarely. However, during trading time, there will be at least one ammo pack that is present, 1 weapon that is present, and a possible chance of armor that is present (chances of armor is very slim to none, but it’s still possible) Stalker’s and Patty’s cloaking devices are rigged in a way such that a commando can still see them, but they appear to “blink”. Each “blink” lasts for about a half a second. This forces commandos to remember where he last saw the zed, and gives him a greater challenge. Zeds react better to grenades and try to avoid them the best they can Zeds don’t waste time eating player's corpses (sounds kinda silly, but when they do eat a body, it makes them open to attacks, so removing that will make them more focus on their goal.) or by eating a player's corpse, the zed is able to heal if it is injured. Fleshpound's rage meter only resets if it loses site of a player. Even if it takes a small amount of damage over time, it wont reset unless it loses sight of the player. (I figured that I would say it and see what people think. Some people will hate me for suggesting it, others, will like the concept. I'm mixed about it, but I doubt any of this will be used.) Possibly ease up on the sharpshooters head shot multiplier, in order to make it better for sharpy's
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Last edited by Left 4 Dinner; 06-28-2012 at 09:24 AM. |
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#2
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You're making a game for 6 zerkers.
infinite ammo permanent armor no need for cash speed to get out of trouble |
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#3
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New difficulty: yes
New perk levels: yes New stats/bonuses: no |
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#4
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Increase maximum spawns to 50 and zerkers must be surrounded at some point.
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New in the forums, obsessed with killing floor. ~950 hours played in 2012. 194/209 achiviements... |
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#5
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Let me give you a perfect example. The team, except for a couple zerkers, wiped on mountain pass. I'm watching this zerker and he is being stalked by an FP and kiting a large amount of other specimens. He runs into the room in the mountain at the far end of the map. The one with the truck out front and the trader across the road. So he's kiting an FP and another dozen specimens. So he runs into the room by the truck and instead of running out and across the road to the trader area, he turns left and goes upstairs. He runs upstairs and turns the corner and there is another FP with another 6 or so specimens. Zerker simply runs past the second FP kills a couple specimens and runs past the rest and goes outside. No other perk survives such a situation and the zerker survived it completely unscathed. Zerker can't be surrounded unless the zerker allows himself to be surrounded. Quote:
Now if you and your friends want to play the new difficulty then that would be fine because I'm guessing you and your friends would want the challenge and not load the team up with zerkers. I'm just pointing out what would happen in a pub game where many, many people like to be basically invulnerable and play the zerker so they will not die and will always be the guy that saves the team each wave. Last edited by nutterbutter; 06-27-2012 at 10:38 AM. |
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#6
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@TheMutant, thats why I brought the idea of changing what is already given, besides just doing the basic, or usual, changes because just using the "slider" to bump up the zed's speed, health, damage, etc. would be too easy. With the bigger concept changes, it would add new challenges to the highest level of difficulty. Im starting to wonder if I should just change this from a "new level of difficulty", to simply "improvements for Hell on Earth". Thoughts on whether I should just change this to improvements for HoE difficulty?
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#7
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Is the team really playing the game or are they simply progressing through the game no matter what they do or what happens? Putting a halfway decent zerker in the game basically gives the entire team invulnerability during a game. Then it is just a waiting game to get to Patty and getting the achievement. |
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#8
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#9
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Thanks! I know i love new maps too, but Im mixed about HOE being too easy. For most maps, its a tough challenge, but for some, its either too easy, or too hard. Ive been able to play HOE on most maps, but Im still unable to win it on Biotics lab. I think its because the map is really small and cramped, and having to camp at the spawning area is very dangerous.
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#10
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I am done all HOE map and the biotics is not so hard just need a good team and camp in the starting spawn area.If you want i am help you in the Biotics HOE map for win
Last edited by Diablo50; 06-26-2012 at 10:50 AM. |
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#11
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thats the thing "Good team". Ive played with people who I think are considered really good, and we usually have a balance setup. The last time I played there on HoE, we got wiped out on the 9th wave, but we had me as a medic, 1 zerk, 2 supports, 1 sharpy, and a demolitions guy. All of us were lvl 6's, but the mix of FP's and sirens proved to be too much for us.
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#12
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Firstly, I like that you've had some new ideas for the game, rather than the standard "Everything is like HoE but +10%".
Few thoughts: When the last difficulty was introduced, it was shuffled just below the hardest difficulty and all the stats for everything was shuffled around a bit. Meaning that it would be possible for HoE to become slightly easier and reduce the gap between that and suicidal (if indeed it is too large) and put the new difficulty in on top. I'm thinking primarily of things like movement speeds. Already, if you are hurt and have something chasing you, it is a real challenge to clear the faster things behind while keeping the way infront clear if you're not a berserker. Faster movement speeds again would be pretty brutal IMHO. Increase the scrake stunning level. Not sure on this one. You can stun reliably them atm with sharp's Xbow/LAR and zerker claymore/axe? Oh, and husk cannon (lol). And LAW I guess. Although the latter two are rarer ways of stunning them IMHO. But the LAR, axe and claymore are all only JUST able to stun them, if the threshold increases anymore, they'll all be out. And on the average group, that'll mean scrakes will just be up to sharpshooters with Xbows. Maybe instead of ramping up zed damage (after all, on HoE if a non-zerk/medic gets hit in the back by a couple of gorefasts, he's dead if he has no armour. It's already pretty brutal), how about reducing zerker/medic resistance? They're the only classes who can last more than a couple of hits anyways. I agree with the no weapon/armour spawn, but yea, an ammo spawn is needed to prevent players from being forced to wait for scrakes to die forever alone. Thought about giving the husk/siren's damage resistance in the same way that scrakes have it on suicidal+? Might be a bit too brutal with a siren, but maybe cool for the husk. Other than that, sounds cool. |
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#13
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This new difficulty would suffer with the same problem HoE does. Players who simply refuse to actually learn how to play the game and operate on the principle "Duh, I'm level 6 I can kill anything HueHueHue!" |
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#14
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I like the individual ideas, but why a separate new difficulty? I would think that the current five would cover a diverse enough skillset (complete newb, practicing, learning, honing, perfecting). Why not take these ideas and incorporate them into hell on earth? If you ask me hoe is not that different from suicidal in terms of difficulty as it stands.
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#15
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In a way, its like how some people chainsaw gangbang the patty. yeah its possible and easy to do, but its too easy and just not right. Quote:
Im glad people seem to like the idea of adding new concepts into a new, or current difficulty. I think that if just one or maybe even two of tthese things were added, then some people would agree that the challenge for HoE would be a little bit greater. Any other suggestions for what could be added?
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#16
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And so on... Look, as long there are zerkers in the game and the game stays geared to favor zerkers, they will always be OP. Anything done to increase difficulty will invariably make the game more difficult for other perks and have a slight impact, at best, to the zerker. This isn't directed at you or your suggestion. The zerker is OP and that is just the way it is and how the game is designed. And how it will stay. You want to make the game more difficult? Make a mod where none of the players can be a zerker and everything else falls into place. Players have to play the game. Ammo matters to everyone. Teamwork matters. Players have to stick together. The game is more difficult to everyone and any changes in the game affects all players. Last edited by nutterbutter; 06-26-2012 at 09:23 PM. |
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#17
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![]() I really can't believe people talk about having an even higher difficulty when despite the above, ~30% of KF owners haven't even killed 100 specimen. ![]() Tripwires time could be much better spent with other things than actually giving specimen brains. HoE is plenty hard, if you say its too easy its because you've peaked out on KF skill, or you and your friends are a well oiled machine. There are plenty of mutators out there to already increase difficulty if you really insist on making things harder. If anything goes wrong in a hole up situation, things can go to hell in a handbasket in just seconds on HoE. KF doesn't need to have another top difficulty, its fine just the way it is. |
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#18
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#19
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More content needs to be added to help new players before we add more content for those with all maps completed on all difficulties all perks level 6 and over 1000 hour players. There is plenty of un-explored mod content out there that can easily add hundreds more hours of fun time. Quote:
Perhaps look into learning how to script | mod for the unreal engine. The only way content gets created is by people having the desire and the know how to make it. Sitting around suggesting stuff is great and all, but judging by TWI's track record, it would either take too long or not be possible at all to do what you've proposed in this thread. I'm not saying anything you suggested is straight up a bad idea, its just a little asinine for the time and conditions of the game right now. |
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#20
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Nutgrabber: The horrific abomination of a Fleshpound and Clot having gay sex and a baby coming out of it. It has all the strengths of a clot and fleshpound. Banshee: A Stalker and Siren put together. Screams while invisible. Goreallyfast. Self-explanatory. Bloat Mother: More overall hp than a regular Bloat, if it vomits at you and misses, it spawns 2 Baby Fleshpounds. Custom mods increase difficulty so much.
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203.217.24.135 - [}{] Killing Floor Legion server |
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