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#81
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I drew up plans for up to level 10 perks today. I didn't base them off your changes though, I based them off the existing levels. All I did was extend what was already there and followed the patterns more or less. I think it looks all right, but most people would probably not like it. They would say "it takes the challenge out of the game" or something. I personally think it looks fine though, but that might be because I'm insane and love games where you're capable of becoming so horribly overpowered that everything becomes a cakewalk.
The discounts go up to 90% at level 8, but I stop them at 90% because everything should cost at least a little bit. What to spawn with was a bit of work though. The only perk I actually changed any existing stats for was Berserker. Spawning with a chainsaw at level 5 is too much. Berserker is my only level 6 right now though, so I guess I know it the best of any of the perks. Anyway, that's just my two cents. I always wanted higher than level 6 perks because of my crazy over-powered crap I like to do in games. Also, what's up with having to have my posts moderated? Is it because I just registered or something? |
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#82
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)I have taken a lot of consideration with weapon combos, yes, but if i have missed something, please tell me! Quote:
![]() About the damage of the Med Shotgun: I'm not too sure about that actually. While it has the same potential punch as the regular Shotgun, it should also have way higher spread, only holds THREE shells at a time for non-medics and has less total ammo too! I think it's good enough as is. If you are deemed correct though, i'd definitely nerf its damage a tad though, but for now i will keep it as it is. The Healpack needs some rebalancing, yes. The whole active power thing is still a major work in progress. For example, the autoheal when on low health could be scrapped entirely. It doesn't even have to be the suggested remote heal at all! Quote:
About the stats: I thought that nerfing speed while keeping damage resistance more or less the same would make it more of a teamplayer perk than a lonewolf. Resistance makes you more of a tank (although, i guess the shield is enough of an idea for that?) to soak up some damage for the team, while excessive speed promotes kiting more imo. I think max 35% resistance and 20% speed is pretty much the "sweetspot" (+/- 5% units on either stat). You could still kite around a little (even in a teamwork aspect: to ease up the amount of specimen attacking a camping team), and be able to run back to the rest of the team when you spot a FP (as you would need help with it). Quote:
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Cooking nades i might scrap actually (or maybe even make it a possible feature for ALL perks?), and replace it with a new silly idea which i recently saw suggested: When you die, you go out with a BOOM! That could be a fun and, in some situations, somewhat useful power too. I'd only be worried that some people might take it as some form of an insult to religious suicide bombers or something. *shrugs*Quote:
About the Jackhammer: If it is more incremental, wouldn't it be too similar to the welder? On the other hand, i like the idea, because that would differ it more from the SVT+Bayonet actually (on top of the welding nails and decreasing nail-damage over range). I'll think about it! About the Gatling and Ammo box: Yeah, i think they might be too strong, in particular the Gatling. Ammo box could be totally retweaked, or even changed completely, only problem is that i can't find a better active power for the perk at the moment :/ Glad you liked the nade powers going away and the addition of the increased-visiondistance-of-weld-health thing ^^ Quote:
Last edited by Aze; 01-17-2012 at 07:29 AM. |
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#83
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And unfortunately, wouldn't it promote kiting even more? I mean, if it affects your damage done, you would not exactly be a reliable source of Scrake-stunning. If it only affected "other" stats like attack speed, run speed and damage resistance (only a little bit on each though), then maybe it could be a good idea. So once again: Like the overall idea, but it might be too much trouble in terms of balancing. Keep up the creative thoughts people! You are doing a great job helping me (and TWI ) tweaking all this!
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#84
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Okay so let me start off saying that I love this thread and some of the ideas! But, personally i do not see a killing floor 2 happening anytime soon. But i thought i might as well contribute to this forum with a few of my ideas.
-First: What would be awesome is if the Unreal Engine 3 was used. Honestly this game could look ridiculously good. -Second, i would like an easier way to change the amount of people on a server. I really think the maximum should be the number of perks times two. -third, keep the same amount of specimans. Okay maybe add one more. -fourth, I would like to see a few weapon upgrades but nothing ridiculous. Maybe the ability to add scopes to some weapons, laser pointer things. Idk if they have a specific name. Like the ones you could get in left for dead 2. -fifth, maybe a way to trap specimans. I don't have ideas on how but I think it would be useful.I guess there could also be a perk for making the traps? -sixth, for server maybe better in-game chat. -seventh- be able to sell the 9 mil after you have a second weapon. so if i buy a shotgun after the second wave, then i can sell the 9 mil. -eighth- Different bosses. not necessarily for each map, but when you get to the final boss, a random one out of 5 are chosen. -ninth- weight for armor. So light armor would weigh 0, medium armor would weigh 1, heavy armor would weigh 2. -tenth- Whenever I am demo, I always get an M79 and a bullpup. whenever i push the button those weapons are binded to then it always would take out the bullpup. I think that it should take out the weapon that goes with your perk. -eleventh- No campaign. That way it wont look like another Left 4 Dead. -mainly I just want better graphics and maybe physx support. Last edited by Dwood; 02-12-2012 at 08:52 PM. Reason: More ideas |
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#85
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![]() However, i disagreed with you regarding the "anytime soon" part. Killing Floor 1 is already at its limits regarding what TWI can add. I BET that they are planning on a sequel soon. Quote:
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![]() I don't think there needs to be a whole PERK about it. But maybe a lesser trap of some sort would be neat *shrugs*, i'll keep it in mind ![]() Quote:
Please explain?Quote:
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It's in the "OTHER Part 1". There are lots of other stuff down there as well.Quote:
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), gameplay feel is where it's at!Thanks for all the thoughts and suggestions! ^^ |
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#86
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Huge bump!
Added a whole bunch of things: General * Major rebalancing of all weapons, including the new weapons from the Halloween update. Some weapons have been completely removed though (those that added no new function at all, namely the Tommygun, MKB42 and the Scythe). Sharpshooter * Lee Enfield - A british bolt-action rifle with a bayonet (!), which reloads with stripperclips (or individual bullets if less than 5 bullets are missing). Has stats in between the LAR and the Hunting Rifle. This weapon counts as both a Sharpshooter AND a Berserker weapon (Sharpshooter is better with the rifle part, the Berserker with the bayonet part. Both have discount for it) * AWSM - A british sniper rifle with a scope that can toggle nightvision (not a necesarry feature, but added for uniqueness). Stats are somewhat similar to the Crossbow Berserker * Lee Enfield - As mentioned in the Sharpshooter-section. Support Specialist * Perk bonus: Faster flashlight recharging. Replaces the grenade amount bonus * Perk bonus: Can view welded door's health further away. Replaces the grenade damage bonus. * KS-23 - A shotgun that can be described as having the power of a (single shot) Hunting Shotgun and functionality similar to the Pump Shotgun. Demolitions * Perk bonus: Explosion upon death! * Perk bonus: Handgrenade cooking. You can now hold your grenade longer in your hands before throwing, to make a sooner explosion of the handgrenade after throwing it. Be careful though, or it might explode in your hands... Gunslinger * SIG P226 - A lightweight pistol with slightly more power than the 9mm, but has penetration. Decent offperk weapon if you have the spare cash and space. A little pistol-discussion The pistols have had quite a few changes ammo-wise and weight-wise compared to KF1. In general, a dualwielded pistol weighs about 2x of a single one, and also has about 2x the ammocap. This little list coming right here also shows you the options you have when you want to choose a lighter offperk sidearm: 2-weight pistols: SIG P226 or Dual 9mm Dual 9mm has lots of ammo, is really cheap, big total magazinesize, is easy to spam, but packs a weak punch though SIG has penetration, decent ammoreserves and is quite cheap but has a light punch (can decap HoE trash in one shot though) 3-weight pistols: 44 Magnum, Flare Revolver, MK23, Glock 44 Magnum has a quite powerful punch, good penetration and decent ammoreserve. Flaregun packs a powerful punch (kills Crawlers in one shot) as well as deal damage over time, but has low ammoreserves, and has a traveltime on its projectile and the projectile can be destroyed by Siren screams. MK23 has a lasersight (thus accuracy), decent power, high ammoreserve, but no penetration. Glock has lots of ammo and very high rate of fire, but low power and no penetration. 4-weight pistols: Handcannon, Dual SIGs Handcannon has a really powerful punch, great penetration and decent ammoreserve, but is expensive Dual SIGs have a lower punch (can still decap trash though), but has lots of ammo and has penetration too Pistols above weight 4 (Dual 44 Magnum, Dual Flare Revolvers, Dual MK23, Dual Glock 18, Dual Handcannon, Taurus Raging Bull): You are now probably using pistols as your main weapon and should then preferably be playing as Gunslinger anyway! With the current suggestions for the pistols, they all have their roles and styles. So it's all up to the player to choose which one is best in their hands! Things still to be fixed: Firebug's Sterling Incendiary Support's Horzine Nail Cannon (it's not the same as the Vlad the Impaler) Medic's new weapon... still got no idea what weapon it should be :/ Last edited by Aze; 11-04-2012 at 09:21 AM. |
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#87
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Here are some ideas my friends and I came up with. Some of them are not very good, but I am going to list them all anyway. I have bothered to help with any other game, but I think Killing Floor is good enough to get another game. I also think it would to the developers benefit, because Killing Floor has one of the best communities, it is usually in the top 20 on games being played on Steam!
Please help me decide whether these ideas are feasible. I dont know if any of these ideas have been posted because I didnt read everything, so sorry I some of these are duplicates, but here goes. Have a weapon attachment system, but not like Call of Duty, more like Future Soldier. You can have as many attachments as can fit on the gun. Each attachment has a weight and adds to total carry weight, but provides more customization. Each attachment has discounts related to certain perks. Only guns with tactical rails can have attachments (example: no attachments for .44 except upgraded iron sights) Extra mags Extended mags Grenade launcher attachment o Price is discounted for demolitions Shotgun attachment o Price is discounted for support specialists Optical sights: o ACOG o Red Dot o Scope Variable Zoom Night vision Thermal vision Laser Pointer o Already in Killing Floor Bullets o Rifle Hollow point Increased damage No penetration Higher cost for clips Armor piercing Decreased damage Higher penetration Higher cost for clips Incendiary Decreased damage Burn damage Can light self on fire Higher cost for clips o Shotgun Slugs Longer range No spread shot No penetration Higher damage Higher cost for clips Must buy slug barrel Buckshot (standard) Dragons Breathe Decreased damage No penetration Burn damage Can light self on fire Higher cost for clips Rate of Fire o Increase (also increasing kick) o Decrease (decreasing recoil) Muzzle break (for sniper rifles) o Price is discounted for sharpshooters Upgraded Iron Sights o Price is discounted for sharpshooters Folding/collapsing stocks o Decrease weight of gun o Increase Recoil o Price is discounted for medics/berserkers Bayonet o Increase weight o Melee ability with weapon out o Already in RO2 o Price is discounted for berserkers Fore grip Mounting Bi-pod o Price is discounted for sharpshooters o Already in RO2 Combined fore grip/bi-pod o Bipod collapses into fore grip o Increased weight and price o Allows to have otherwise impossible attachment combo o Decreased deploy/collapse time Med syringe attachment (might be pushing it) Also, these are some things that thought could be changed/modified about the actual gameplay. New Spawn system o Start with a certain amount of money and you choose what to start out with the money you have. Sort of like a trader shop before the match starts. o You dont have to start with a knife, med-syringe, pistol, or welder (they can be bought later) o The firebug doesnt need a pistol or knife, so why start with it? New reload system o If there is a round in the chamber, just change clips o If all rounds were expended, then re-chamber a round o Use the slide release on the M4, SCAR on the side right above the mag, the little black button releases the mag after the slide stays back. Have a price and able to sell: o Single M9 o Knife o Welder o Med Syringe Dual wield med syringes o Increased carry weight o Decreased reload time Dual wield welders o Increased carry weight Dual wield one-handed melee weapons o Knife o Machete Dual wield any combination of one handed weapons o M9 with knife (tac knife look) o .44 magnum with flare revolver o Machete with MK23 o Decreased reload speed on melee/pistol combos o Melee ability with pistol Wear and tear on weapons o Must sharpen melee weapons o Add fuel to chainsaw o Repair ranged weapons After so many bullets, one will jam per clip i.e. after 500 rounds through the m4, one jams per clip, after 750, two rounds per clip without repair o Can repair/sharpen/buy fuel at trader o Weapons take damage from ZED attacks Carry as many of same gun (example: two AA-12s) o Double amount of clips o Double weight o If one jams, can use other o Can pick up dead squad mates identical gun for after round. More interactive maps o Go inside buildings o Go on top o Ladders, fire escapes Parachute? Have to search bodies of dead squad mate o More time o More loot (welder, knife, pistol) Survival mode o Endless wave based o Patriarch mini-bass waves every ten or fifteen o Servers have the same map over and over again, so this saves the time of loading and starting over. New weapon ideas we thought of: Clip based sniper (in the Steam workshop) o Bolt/lever/pump o Tactical rails for attachments Lightweight gun o Takedown rifle/survival rifle o Movement speed bonus of melee weapon o EXREMELY low damage output Machine pistols o Dual wieldable o Commandos perk bonuses? o Tactical rails o Low damage o Low weight alternative for commando Bow o Re-curve/compound o Different arrows Fire (firebug) Grenade(Demo) Health (medic) Broad heads (berserker) o Can have all arrow at same time o Melee stab ability Side-by-side Rifle o Same as Hunting Shotgun, but for sharpshooter o Long range o Can fire both at same time Combination rifle o Over under/side-by-side o Rifle on top/shotgun on bottom Bolt action shotgun o Comes with a slug barrel o Same price as HSG-1 o Clip based o Can be converted for buckshot Shield o One handed o Primary attack is block o Secondary is shield bash o Wears down with each hit o Berserker gets bonuses o Can only be used with one-handed melee weapons (cant reload with a shield) Throwing knives o Can be picked up from dead bodies o Berserker bonuses Light Machine guns (in the Steam workshop) o RPD/SAW/L86 o High weight o High damage o Slow reload time o Commando substitute for small clips o Commando bonuses? These are the things we thought of for the players. There are mods out there like the Aliens, swarms, gun game, glasshouse, Dead Space. Some of those should be whitelisted and added to the second game. Give the player more options than the classic wave based. The ZEDs from the community should be whitelisted too. That way it takes more time to master and more diversity to enjoy. Have to two options in game-modes, such as Tripwire ZEDs or Community ZEDs, or both together. Another one should be flying ZEDs. That makes sense because they have invisible women, so it is not that far-fetched. And that would more teamwork. OK, thats everything I got. Of course, there is a science to this that I dont understand, but I want some things to change for the better and I dont think it would a waste of time for Tripwire, I know lots of people would buy it, and zombies have never been more popular, and Killing Floor is by far the best zombie game ever. |
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#88
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To be honest, I don't really care if they add new stuff into KF 2 or not, if anything, I would prefer that they just do an engine port and use UE 3 for KF 2
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