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Increased realism

^Your team's skill has very little to do with the wildly clashing combat styles between berserkers and everyone else. Particularly, zerkers and firebugs are mutually exclusive within the same area. There is simply no way for the firebug to burn anything near the zerker without blinding the zerker or setting him on fire. Similarly, the zerker cannot venture into the same area a firebug is shooting in without being blinded or burned. Similarly, supports and their shotguns are... well shotguns. There's a very good reason you never stand in front of someone with a shotgun, but you can't exactly stand behind the shotgunner if you have a melee weapon and you can't reasonably ask the shotgunner to stand in front of you if you have a chainsaw. There's just a total lack of synergy between a melee class and 5 ranged classes with ff on, especially when every zed but one is a melee or near melee attacker. Sadly enough, often the best strategy for the zerker in ff games is to detach from the group and go rambo.
 
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In my opinion one of the problems with realism is that it is a pretty niche market. A game like KF has a big opportunity to appeal to a wider market, and making it super realistic would be TWI shooting themselves in the foot.

A realism mutator or game mode? Sure, that sounds great - but keep in mind not everyone enjoys realism, or even things being hard. Sometimes people just like games to be fun, and this most often is not linked to realism.
 
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You should be able to walk up to your target at the shooting range. People should all be shooting at their own targets anyways, so it's their fault if you get shot.

The other people should stop shooting anywhere near you when you walk out there.

Pro tip: not all six people have to shoot the same target or even in the same direction.

The problem I think is that not very team-oriented players attack the first monster the see instead of covering certain directions or concentrating on different enemies or a certain range.

A berzerker and one other guy can usually cover one direction (calling out any skrakes or fleshpounds), while the firebug and other guys cover the other way. I know it works, because I've seen it done before.

Just because you're a berzerker doesn't mean you actually have to charge at the nearest enemy and repeat until everything's dead. "Berkzerker" is just the name in this game for a melee specialist--it doesn't mean you actually have to go berkserk.

Let the berzerker handle things that get close while other people handle things further away. Also, crouching helps a lot.

The reason this seems so difficult for some people is because FF is off by default, which leads to the majority of players playing sloppily and running round attacking anything that moves. I think FF should have been on by default and it would have led to an overall more skilled playerbase, because you wouldn't be able to just spray'n'pray or just charge ahead without regard to what your team is doing.

If you're in a decent team, you shouldn't worry so much about kills, but about helping your team win.
 
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In my opinion one of the problems with realism is that it is a pretty niche market. A game like KF has a big opportunity to appeal to a wider market, and making it super realistic would be TWI shooting themselves in the foot.

I agree that realism is niche, but it worked fine for Red Orchestra. Realism is what sets it apart from all the other WW2 shooters out there. If it wasn't for its extreme realism and fun gameplay, it'd be just another WW2 shooter and probably would still be just a mod instead of a retail game and therefore, KF would still be just a mod intead of a retail game (Tripwire didn't become a company until the mod team won the contest getting a license for the Unreal Engine, letting them develop and sell the retail game Red Orchestra).

I see KF as a niche game already. L4D is a mainstream game. It has lots of polish and marketing and is backed by a large company with plenty of resources. Killing Floor is an independent game by a smaller company. It will probably never have the mainstream appeal that a game like L4D has, unfortunately.

So I would like to see them embrace that niche status, like they did with Red Orchestra, and cater to the fans of realistic shooters, which is an underserved demographic. Hell, it already has some of the realism elements--it has iron sights and no crosshair, for instance, which I'm sure detered many people from the game (remember all the whining about no crosshairs when the game launched?)

All of that said, I'd be happy with an official mutator for a "realism" or "hardcore" mode, as I said in my original post.
 
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I find this incredibly funny in non-FF games...

"OMG I R SURROUNDED by 20 specimens HALP ME AAAAAAAAAAAHHHHH!!!!!!!"

*10+ grenades fly on top of the player from all directions and the specimens around him disappear in a massive red cloud, making everyone's framerate drop dramatically*

"Thanks guise, u saved my life lol! :p"

:D

Friendly fire, well, it is up to you if you want to use it or not, really.
Maybe add it to the game options when you set up a server with a percentage slider.
It would also be nice if using friendly fire settings had a slight bonus to the amount of money you earn.
More realistic weapon reloading as a mutator or incorporated in an alternative game mode? Yes please, would be delighted to. :)

My point here is that everyone plays their game the way they like.
If you don't like some difficulty / game mode / mutator / FF-setting, DO NOT USE THEM!
It is not like you don't have a choice in the matter.
I personally love the game as it is, but would welcome introducing the weapon reloading strategy element with open arms.
But I am not too fussed about it. The game is great fun either way :)
 
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Fine, since I pointed out the obvious before and wasn't really being helpful, I'll throw in my 2 cents on some "Realism Effects" that should be put in for a 'Hardcore Mode' of sorts:

-Explosions temporarily deafen people near them

-Wounds don't do all their damage at once. They do about half on an initial hit and about half over time, meaning that if you get hit several times, you WILL bleed to death without help.

-Magazines/Clips keep their bullet count. Meaning that folks who reload only when their clips have about 1 or 2 shots left will end up with 9 clips each having 1 bullet...
-On the subject of mags/clips, every gun should have '1 in the chamber'
-Grenades should have to be switched to and thrown, not tossed on the fly
-'Stamina' where as you run, your stamina empties. It refills when you stop and stays the same when you walk. When empty, you can ONLY walk until it fills 1/4 of the way or more (IE: Catching your breath). Weight of equipment affects how quickly this drains.

-Players can be 'staggered' by heavy blows. (Screen shakes uncontrollably for a second or so as the player flies back a foot or two. Screen blurs as well.)

-Speed should decrease as health decreases, starting at 50% health. Instead of just 'moving slower', this speed decrease should be in the form of a 'limp', with corresponding sound effects and screen movement. (To see this in full effect, see the way wounds work in Rainbow Six: Raven Shield. It has you limp when wounded in an incredibly realistic way!)

-It should take a few seconds of 'startup time' when welding a door before the door's welding % actually rises. Afterall, when you start welding something, it isn't instantly sealed...you should have to fully weld it shut, THEN start reinforcing it, logically. A half-welded door could easily be pushed open. A door, after half a second of welding, isn't gonna be able to withstand a Gorefast smashing at it with all it's might!

-More, realistic gore. When you blow a specimen's head off, it should leave blood spatters on the wall, ect. When a specimen explodes from a nade, gibs should fly. Currently, this hardly happens, even when by all logic, it should!

-Limbs should be able to be shot off of specimens. Not only should this do a LOT of health damage to them, but it should limit their actions. Specs missing arms shouldn't be able to attack with that arm. For animation reasons (IE: No crawling animations), specimens could be made to 'Limp' dragging a 'destroyed' leg as if it's dead. Both legs being 'destroyed' should be enough to kill a specimen, same with both arms being 'destroyed'. This would add some strategy, as shooting off a Gorefast or Skrake's weapon arm could make their threat extremely limited.

-Teammates should drop ALL weapons (Except for the knife, medgun, and welder) when they die, along with all their ammo. (Actually, this is one addition I would like to see in the MAIN GAME, not just in hardcore mode) It's ridiculous to think that in a combat situation, someone would be unable or unwilling to search a teammate's corpse for ammo and/or weaponry!

That's all for now. Some of this would require quite a bit of work and coding, but I'm sure it's all POSSIBLE...
 
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-More, realistic gore. When you blow a specimen's head off, it should leave blood spatters on the wall, ect. When a specimen explodes from a nade, gibs should fly. Currently, this hardly happens, even when by all logic, it should!

-Limbs should be able to be shot off of specimens. Not only should this do a LOT of health damage to them, but it should limit their actions. Specs missing arms shouldn't be able to attack with that arm. For animation reasons (IE: No crawling animations), specimens could be made to 'Limp' dragging a 'destroyed' leg as if it's dead. Both legs being 'destroyed' should be enough to kill a specimen, same with both arms being 'destroyed'. This would add some strategy, as shooting off a Gorefast or Skrake's weapon arm could make their threat extremely limited.

-Teammates should drop ALL weapons (Except for the knife, medgun, and welder) when they die, along with all their ammo. (Actually, this is one addition I would like to see in the MAIN GAME, not just in hardcore mode) It's ridiculous to think that in a combat situation, someone would be unable or unwilling to search a teammate's corpse for ammo and/or weaponry!

I think these 3 need to be in the main game mode...

Let's see, gibs = nice. Not quite anime style fountain of blood, but if I slash someone's head off with an ax or especially stick a chainsaw into someone's chest I have great reason to suspect it would involve more blood gushing out than what currently happens...

Limbs... oh god this would be brutal! Put the saw back into chainsaw... I love it :D Also, I can't be the only one who finds it weird that a fleshpound with no head, 1 arm, and 1 leg can still run you down at full speed and kill you... Can't wait for chainsaw/limb interfacing!

Yes people need to drop all their weapons. You shouldn't even have to search for them logically (primary weapons anyway). "Oh look Hans just kicked the bucket I wonder where he put his chainsaw/shotgun/crossbow?".
 
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Fine, since I pointed out the obvious before and wasn't really being helpful, I'll throw in my 2 cents on some "Realism Effects" that should be put in for a 'Hardcore Mode' of sorts:

-Explosions temporarily deafen people near them

-Wounds don't do all their damage at once. They do about half on an initial hit and about half over time, meaning that if you get hit several times, you WILL bleed to death without help.

-Magazines/Clips keep their bullet count. Meaning that folks who reload only when their clips have about 1 or 2 shots left will end up with 9 clips each having 1 bullet...
-On the subject of mags/clips, every gun should have '1 in the chamber'
-Grenades should have to be switched to and thrown, not tossed on the fly
-'Stamina' where as you run, your stamina empties. It refills when you stop and stays the same when you walk. When empty, you can ONLY walk until it fills 1/4 of the way or more (IE: Catching your breath). Weight of equipment affects how quickly this drains.

-Players can be 'staggered' by heavy blows. (Screen shakes uncontrollably for a second or so as the player flies back a foot or two. Screen blurs as well.)

-Speed should decrease as health decreases, starting at 50% health. Instead of just 'moving slower', this speed decrease should be in the form of a 'limp', with corresponding sound effects and screen movement. (To see this in full effect, see the way wounds work in Rainbow Six: Raven Shield. It has you limp when wounded in an incredibly realistic way!)

-It should take a few seconds of 'startup time' when welding a door before the door's welding % actually rises. Afterall, when you start welding something, it isn't instantly sealed...you should have to fully weld it shut, THEN start reinforcing it, logically. A half-welded door could easily be pushed open. A door, after half a second of welding, isn't gonna be able to withstand a Gorefast smashing at it with all it's might!

-More, realistic gore. When you blow a specimen's head off, it should leave blood spatters on the wall, ect. When a specimen explodes from a nade, gibs should fly. Currently, this hardly happens, even when by all logic, it should!

-Limbs should be able to be shot off of specimens. Not only should this do a LOT of health damage to them, but it should limit their actions. Specs missing arms shouldn't be able to attack with that arm. For animation reasons (IE: No crawling animations), specimens could be made to 'Limp' dragging a 'destroyed' leg as if it's dead. Both legs being 'destroyed' should be enough to kill a specimen, same with both arms being 'destroyed'. This would add some strategy, as shooting off a Gorefast or Skrake's weapon arm could make their threat extremely limited.

-Teammates should drop ALL weapons (Except for the knife, medgun, and welder) when they die, along with all their ammo. (Actually, this is one addition I would like to see in the MAIN GAME, not just in hardcore mode) It's ridiculous to think that in a combat situation, someone would be unable or unwilling to search a teammate's corpse for ammo and/or weaponry!

That's all for now. Some of this would require quite a bit of work and coding, but I'm sure it's all POSSIBLE...

These all sound good to me. I think stamina and moving slower when wounded should be added to the main game also. It'd cut down on kiting and encourage teams to actually make a stand instead of just running away the whole wave.

Of course, I wouldn't mind seeing all those in the main game.
 
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Realistic weapons and damages

Realistic weapons and damages

- add more weapons like machine guns (6-8 barrel 10000 RPM Vulcan which can be perk "machinegunner"),machine pistols, revolvers, mines
- add nightvision scopes
- add ability to mount flashlight,nightvision scope
-ALL PERKS MUST unlock new weapons instead damages(like call of duty). This is stupid. If 10 years kid had same pistol as WW2 veteran it will cause 100% same damage to target.
- add subcaliber hunt bullets (or Slugs as you americans called them)
- add famous weapons brands, marks and models like Browning, Beretta, Luger, Colt, Thomson etc
- add bolt action sniper or Perk category "sniperist" which includes:
1| Bolt action sniper
2| Dragunov semi auto rifle
3| Sig sauger
- add AK 74, AK 47, M16,
- add semi automatic revolver type rocket launcher

- add more stopping power at weapons (maybe perk)
one headshot or heartshot = dead no matter with which weapon and how tough is enemy even patriarchs but this rule to be also and for you. One hit in head or heart = dead no matter with or without armor. if not heart or head 2 hits you dead, with armor 4-5 hits, add also a shield and different types armors and helmets. with armor and shield 8 hits
- add exploding inside enemies bullets.
- add tanks, helicopters vehicles
- enemies to run faster and to be much smarter but with heavy weapons to die immediately no matter how tough are they even patriarchs and no matter area of hit. Instagib mode.
Someone will be say "this is so easy" well the rule is also for you. One hit you dead and you have pack of 30-40 emenies coming to you and you get surrounded and you have to reload - so it is not that easy in a matter of fact it is 1000 times more difficult realistic and exciting feeling and very much harder than normal mode.
- also you can add sexy naked or half naked womans to be rescued from squad. And if the "hero" rescued a woman without she to get damage from the monsters the "hero" will have kiss from the rescued woman. And why not they to fall in love to become a family and fight together agaisnt the monsters. But if wife or housband get killed the game over. Their fate will be bonded. In other words they become responsability for each other. Help each other heal each other, have sex, embrace, love etc of course in reduced form to fit to under 18 years auditory
 
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As I said, though, all this would have to be done in a way that it doesn't seem hokey or tacked on. You can't just "Move slower" when wounded...it NEEDS to have the limping to make it feel real, for example. And when you're unable to run anymore, the player should be able to hear his character panting or breathing heavily.

Another thing I though of: When a player gets hit, it plays the generic "Argh!" sound, if anything. I, for one, cannot imagine a person keeping silent or merely going "Argh!" when I get sliced with a chainsaw for 3/4 of my health. If a player gets hit hard, they should yell or cry out somehow. At the very least, it'd let nearby teammates know when someone just took a hard hit (Even if it's just to armor), so they can react.

Currently, all we have is the character giving a not-so-urgent sounding voiceover of "I'll be pushing up the bloody daisies..." or something when they're almost dead. By the time that's heard, the player is most likely dead anyway. Hearing a character yell when they get hit by the Gorefast the first time for half their health would be much better than having him casually say he's dying after he gets hit TWICE and is at no health, IMO...
 
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