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  #41  
Old 01-05-2011, 01:16 PM
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[UIT] Akame [UIT] Akame is offline
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Originally Posted by Aze View Post
It's not THAT dramatic is it? I mean, sure, there are alot of things in there, but it's mostly minor stuff, it's not like it's a new game lol.
9 new weapons (and one dual which is really another weapon), two which are weapon mods, one with it's own thread
1 new perk
Serious re-balancing of most content
Changing how many of the perk work (throwing, chainsaw ammo, dual-perk weapons)

That's like 3 updates minimum worth of content. Given TWI a year and they might finally get through releasing all of this. I already went through this in my previous post.
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  #42  
Old 01-05-2011, 02:04 PM
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Originally Posted by [UIT] Akame View Post
That's like 3 updates minimum worth of content. Given TWI a year and they might finally get through releasing all of this. I already went through this in my previous post.
Then, if these suggestion are worthwhile to refresh the game, let it take that amount of time, or longer if necessary!
I think i already went through this in my previous posts

EDIT: I also didn't mean for all of this to be added at the same time ofc. Let it come, bit by bit
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Last edited by Aze; 01-05-2011 at 02:05 PM.
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  #43  
Old 01-05-2011, 03:00 PM
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Quote:
worthwhile to refresh the game
You seem like a person who doesn't understand opportunity cost. Most of your ideas, inherently, aren't bad, they would just take a large amount of time to realize. The balance ideas seem kind of arbitrary though and not fixes so much as changes.

As I have stated in many other threads and at least twice in this thread, regardless of how good an idea is it has to be worth the time put into it. Much of what you have suggested would have a questionable effect on KF and not obviously change the game much from the current formula. I have already addressed the specifics in my original post and so far the main response has been "it's cool and interesting and would refresh the game, so why not?"

Why not use guns that are already programmed? Why do we need a new perk?
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  #44  
Old 01-12-2011, 12:09 PM
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Originally Posted by [UIT] Akame View Post
You seem like a person who doesn't understand opportunity cost.
Yes i do.
Quote:
Most of your ideas, inherently, aren't bad, they would just take a large amount of time to realize.
Once again: I know they take time The point of this thread, like i have said before, is to add new content for the future when the old content might get a little stale. Wether that is within 1 year, 3 years or 10 years, it doesn't matter. I just wanna post my ideas here, sorry for hurting your feelings doing so
Quote:
The balance ideas seem kind of arbitrary though and not fixes so much as changes.
Some i feel are definitely necessary. Example: Leaving the Xbow at 9 weight with the removal of the pistols for the Sharpie makes the Xbow unwieldable with another perk-weapon. Thus the change to 8 in weight to allow the Xbow with the LAR or Lee Enfield.
And those things that are just "changes", what's wrong with that? You seem like a person who doesn't like changes!

Quote:
As I have stated in many other threads and at least twice in this thread, regardless of how good an idea is it has to be worth the time put into it. Much of what you have suggested would have a questionable effect on KF and not obviously change the game much from the current formula. I have already addressed the specifics in my original post and so far the main response has been "it's cool and interesting and would refresh the game, so why not?" Why not use guns that are already programmed? Why do we need a new perk?
It's kinda subjective what is "worth it" or not. You think new stuff for the sake of variety is bad, i don't. Think about this: Was the Demolitions perk necessary in any way? Nope, not one bit. It could had been part of the Support perk etc, or not added at all. If you dislike my ideas (cuz they bring variety), i bet you hated the Demolitions perk and its weapons too, no? I mean, in essence, it only brought "new" stuff into the game in the form of variety. New maps? Why add that then? It just adds variety... Anything added to the game is a form of variety, really. What you basicly are saying is:
"Nothing is really NECESSARY to add to the game in the first place. ABSOLUTELY NOHING! Ever!" (Ok, sorry for exaggerating )
But, imo, i think adding new weapons, perks and maps every now and then to refresh the game IS WORTH IT. Imo, variety, for the sake of refreshing and keeping the game alive, is "necessary" in the long run. We just differ in this opinion i guess
And if i don't change the KF that much from the current formula, that's good. I want KF to stay KF after all
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Last edited by Aze; 01-12-2011 at 12:42 PM.
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  #45  
Old 01-12-2011, 01:39 PM
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The ideas in your post aren't bad, and I have said that many of them are good, but a number of them are not new content nor fixes for onerous problem. Unnecessary.

Fixes for issues at least decent and some are very good.

The new content isn't terrible but some of the best stuff is content from other threads. That's kind of my point. Much of the changes and content are intertwined and you do other good ideas a disservice by assuming that your content should take up all their time for the next forever (opportunity cost).
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  #46  
Old 01-12-2011, 02:10 PM
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Ah, Akame. Thank you for saying it's not too bad suggestions (although hinting at the best parts are not my own ) but there is one thing i think you misunderstood:

Quote:
Originally Posted by [UIT] Akame View Post
Much of the changes and content are intertwined and you do other good ideas a disservice by assuming that your content should take up all their time for the next forever (opportunity cost).
I'm not assuming (at least not seriously ) that my content should take up all their time. I just have a lot of ideas (yes, inspired by others' ideas too), and yes, i have a "bigger picture" of all of them together, but I am by no means thinking of myself or "my" ideas as better or of higher priority than any other person's ideas. I'm just posting all this here with the intention of trying to help TWI with ideas, if they need them, that's all
That, and I just think it's a whole lot of fun to think of new ideas and discuss about them with people who are able/like to talk about them

Oh, and the thing i said in my original post:
"Well, I would like you guys to comment on my ideas (it's a huge frikkin list!) here, like if it REALLY was a new update"
That was more to see what the reactions from you guys would be regarding the content of the stuff. Not that i think that it would ACTUALLY HAPPEN, and especially not as ONE update

So, basicly, just ignore the time aspect of it all and instead focus on the ideas instead. Just for fun discussion
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  #47  
Old 01-21-2011, 06:20 PM
KurdtCobain KurdtCobain is offline
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Default I love all your ideas

I would truly like to see all these things in game, that would be great
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  #48  
Old 01-25-2011, 11:26 AM
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Originally Posted by KurdtCobain View Post
I would truly like to see all these things in game, that would be great
Haha, thanks

@Akame: You say that some changes are arbitrary (aka unneccesary), but if you take weight changes for example, they certainly are not! They go hand in hand very much so.

Take the new pistols and their new single contra dual system (duals weigh double, or rather, singles weigh half). This makes the single pistols very light, meaning the Support Specialist can perhaps carry a bit too many of them, which is bad. So, thus i nerfed his carry capacity. But, oh no, that reduces his Shotgun capacity! Wait, no it doesn't, since the Shotguns were altered along with it (which also, as a great sideffect, proves for easier levelling!). So no worries there! But hmmm, the SCAR weight change, i loved carrying it with the Shotgun for fun but now i can't... OH WAIT! Yes i can! Since the SCAR and Shotgun both now are 7 in weight, i can still carry both! Yeeeey!
That SCAR weight change also helped nerfing the SCAR+Xbow combo, which was a tad overpowered. Though I miss an assault rifle along with the Xbow. Oh wait! Since the Xbow changed in weight i can at least carry it with the Bullpup or AK47! Yey!

So, lots of the changes (in particular the weight changes) go VEEEERY much hand in hand.
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Last edited by Aze; 01-25-2011 at 01:31 PM.
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  #49  
Old 01-25-2011, 11:38 AM
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And some update:
I added this weapon - http://forums.tripwireinteractive.co...ad.php?t=49993 - the M99, for the Sharpshooter too, but i don't have enough room anymore to add it completely in the initial post
It only shows the the link to the thread if you are interested about its stats (and a video of its use too!)

Also, instead of the Lee Enfield, i added this weapon - http://forums.tripwireinteractive.co...t=49689&page=2 - the Hunting Rifle

So, to update, this is the list of weapons for the perks:

Berserker:
Tier 0 - Knife
Tier 1 - Machete
Tier 2 - Dual Machetes
Tier 2 - Fire Axe
Tier 3 - Katana
Tier 3 - Chainsaw

Commando
Tier 1 - Bullpup
Tier 2 - AK47
Tier 2 - AR+UGL
Tier 3 - SCAR
(Possible other weapons to add in here is the Medic weapons)

Demolitions
Tier 0 - Handgrenades
Tier 1 - M79
Tier 2 - Pipebombs
Tier 2 - Neopup
Tier 3 - LAW
Tier 3 - M32

Field Medic
Tier 0 - Syringe
(Tier 1 - Body Armor)
Tier 1 - MP7
Tier 2 - MP5/10
Tier 3 - M7A3

Firebug
Tier 0 - Welder
Tier 1 - Sterling Incendiary
Tier 2 - Flamethrower
Tier 3 - Husk Cannon
(Firebug still needs more weapons for variety)

Support Specialist
Tier 0 - Welder
Tier 1 - Shotgun
Tier 2 - Hunting Shotgun
Tier 2 - Rivet Cannon
Tier 3 - AA12

Gunslinger
Tier 0 - 9mm(s)
Tier 1 - MK23(s)
Tier 2 - Handcannon(s)
Tier 2 - Mac10(s)
Tier 3 - TRB

Sharpshooter
Tier 1 - LAR
Tier 2 - Hunting Rifle (instead of the Lee Enfield)
Tier 2 - Xbow
Tier 3 - M14
Tier 3 - M99 (new weapon, only added briefly in the initial post due to lack of space )

Also changed the weights a little:
LAR - 6
Xbow - 8
M14 - 7
Hunting Rifle - 7

This means you can pair these Sharpshooter-weapons together:
* LAR + Xbow
* LAR + M14
* LAR + Hunting Rifle
* Hunting Rifle + M14
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Last edited by Aze; 01-29-2011 at 06:59 PM.
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  #50  
Old 01-25-2011, 12:46 PM
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Quote:
Originally Posted by Aze View Post
Tier 2 - Hunting Rifle (instead of the Lee Enfield)
why not add a hunting shotgun with slugs? would take 1 less design to make, and im sure people dont NEED a scoped weapon..... or are people that desperate?

a marksman wep that actually requires aim adjustment to counter slug drop over distance
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  #51  
Old 01-25-2011, 01:23 PM
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Quote:
Originally Posted by blackfire View Post
why not add a hunting shotgun with slugs?
Cuz that would be kinda lazy when the suggested Hunting Rifle is basicly already close to being done and people already seem to love its addition...

Just changing the Hunting Shotgun to also be a Sharpshooter weapon would be a tremendous disappointment.
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  #52  
Old 01-25-2011, 05:21 PM
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Originally Posted by Aze View Post
Cuz that would be kinda lazy when the suggested Hunting Rifle is basicly already close to being done and people already seem to love its addition...

Just changing the Hunting Shotgun to also be a Sharpshooter weapon would be a tremendous disappointment.
had no idea it was already in the working, i take my slugs back.

go go hunting rifle!
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  #53  
Old 01-25-2011, 06:09 PM
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Quote:
Originally Posted by blackfire View Post
had no idea it was already in the working, i take my slugs back.

go go hunting rifle!
No worries ^^
If you missed the link in my initial post / newest bump+update-post, here is the rifle:
http://forums.tripwireinteractive.co...ad.php?t=49689
(Note: On page 2 you can see the video of it in use )

And here is the link for the beta of the weapon (if you wanna try it out):
http://forums.tripwireinteractive.co...ad.php?t=49966
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  #54  
Old 01-26-2011, 05:35 AM
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aww, I love haveing the mac-10 as a firebug though i have a wepon that allows make to finsh off srakes while there doing the fire dance.

I have never heard of this gunslinger perk ever since today it would be kinda cool to go run and gun like a cowboy since pistols any reguard hardly ever get any love after the Srake waves begin to show up.
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  #55  
Old 01-26-2011, 06:16 AM
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Originally Posted by Krausier View Post
aww, I love haveing the mac-10 as a firebug though i have a wepon that allows make to finsh off srakes while there doing the fire dance.

I have never heard of this gunslinger perk ever since today it would be kinda cool to go run and gun like a cowboy since pistols any reguard hardly ever get any love after the Srake waves begin to show up.
scrake*
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  #56  
Old 01-26-2011, 07:20 AM
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No thanks your ideas are just bad.
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  #57  
Old 01-27-2011, 02:01 AM
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Originally Posted by Lubaz View Post
No thanks your ideas are just bad.
How constructive and insightful! Your critiscism has been taken into account... -.-
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  #58  
Old 01-28-2011, 07:58 AM
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Lol, Lubaz, I'm glad that you provided some really good points for us to consider!

I'm still up for the Gunslinger perk, but seriously, it's been going for ages and not been picked up, a lot of the stuff in the forums aren't actually implemented, i don't see why Tripwire would go to such large lengths all of a sudden for a new perk ... That's just me being pessimistic though

I would reqally love to see it in game, but how often do weapons get brought out and then on top of that how long ago since the Demolitions perk was released?
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