![]() |
![]() |
|
#21
|
|||
|
|||
|
I'm starting to notice a lot of problems coming out of this recent patch. Random Grenade smoke coming off the floors and random Siren scream effects. People catching randomly on fire. The ambient effects as like (papers flying around in office) are going haywire. Effects either keep repeating with little delay or constantly repeat.
You guys might want a group of people to beta test the patches before they come out. It seems after you guys fix something - something else falls apart. |
|
#22
|
|||
|
|||
|
sigh... no more 32 players map
. Good nites... played 8 hours a night with no sleep
|
|
#23
|
|||
|
|||
|
Thanks for the update!
The FlameThrower / Grenades bug was seriously bugging us as we got crashed almost every map! ![]() I think it's a good tradeoff to allow "what you already got" but disable the progression for 6+ players servers. The main reason for people not playing on a server would be the perks being disabled in total. Even though I just re-lowered the player amount from 10 to 6 on our custom map server I'm sure people would still play on it without progression, but I'll have to test that. ![]() Quote:
the game it's meant to be played. I'm level 5 Field Medic without really going for it, just healed my team mates when they needed it for example. I have to admit that the Commando isn't that easy to level as you have to kill the rarest Z.E.D. in the whole game alot. Most of the time the Stalkers go down in the massive shotgun fire of my team mates. Anyways, you can get all perks leveled with normal gameplay, it just takes some time. Who said that you need Level5 on all perks 4 weeks after the game was released??
__________________
|
|
#24
|
|||
|
|||
|
Quote:
|
|
#25
|
||||
|
||||
|
Nice. Especially the Friends tab.
__________________
A.K.A. Von Apfelstrudel. |
|
#26
|
||||
|
||||
|
Quote:
|
|
#27
|
|||
|
|||
|
Quote:
![]() Anyway, very nice update! I like all the changes. The game is designed for six players--anything more should be considered a mod as far as leveling perks and the like, since it's not the core game. Last edited by thrash242; 06-05-2009 at 03:32 AM. |
|
#28
|
||||
|
||||
|
thanks for another update, can't wait to try the friends tab and see if i now always get my shottie
|
|
#29
|
||||
|
||||
|
Excellent work, thanks for the patch.
Though i don't really inhabit >6 player servers, I respectfully disagree with the decision there. Feels like saying no to the player where one needn't be, however minor the change. I'm sure it'll blow over, though. Keep up the excellent work. |
|
#30
|
|||
|
|||
|
Cheers for the update, all working fine here, people at lvl 5 already must really seriously have played it for some hours already I prefer playing less and enjoying more and letting the perks last as, as soon as you get to lvl 5 thats it all done!
|
|
#31
|
|||
|
|||
|
No because we're forcibly condemned to use Steam Friends by TWI. They shall not add what they removeth.
|
|
#32
|
||||
|
||||
|
Thanks for the update.
I really like the improved main menu! |
|
#33
|
|||
|
|||
|
No more long load for the Mainscreen
![]() Also the Tripwire interactive logo looks sweet when you load the game ^^ (Maybe it wasn't a long load for you guys, but I'm on a working-laptop xP) |
|
#34
|
|||
|
|||
|
I think the move to disable perk leveling for servers with more than 6 players is totally wrong and will have a strong impact on those servers and the custom maps community.
Let me explain, Many big servers such as the Syrential ones and other good ones such as AzureFPS were pretty much filled all day long, people really enjoyed playing there. But after this move, i think there will be a significant impact on those servers's population and other affected servers's population. The custom maps community will also take a big hit, as many maps were designed for MORE than 6 players. I, and many others, like playing in big servers, and it's not just in KF. I can't see why to do such a thing, everything is pretty much scaled up to the amount of players, Specimen HP, Specimen count, etc. Well the only thing that doesn't scale up is the Max Runtime Zombies but we took care of that in our servers, the Max Runtime Zombies is set to current amount of players connected multiplied by 4 with a minimum of 24. Perhaps TW can code a similiar solution instead of disabling perk leveling for such servers. I hope TW will enable perk leveling for servers with more than 6 players before it gets too late. |
|
#35
|
||||
|
||||
|
stfu
You don't even have the gameNoice update, waiting for the new maps ...
__________________
Peace has cost you your strength! Victory has defeated you! - Bane |
|
#36
|
|||
|
|||
|
Quote:
The waves were adjusted to the amount of players online (altough i only seen 800 as max) and pretty much everybody would die when the fleshpounds came ![]() I guess this time is over altough i cant see how its unfair to play on a high player server. Maybe instead of punishing the people who are lvling the perks legally and having fun on high player servers you should take a look into fixing the ram exploid where one can hack there perk to lvl 5 within 10 min by using cheat engine? Seriously. I see Azure KF pretty much dead now, its such a shame. |
|
#37
|
|||
|
|||
|
Quote:
All of the third party content I've seen has been for big servers, save for WestLondonAtNight. Just take a look at the maps section at kfmods.com. I've been told to play normally to level my perks. I'd rather play the game the way I enjoy it. I played the stock maps for 80+ hours and now I'd rather explore the third party maps like Heresy, which need more than six players to play because they're so big. This update has really killed a lot of joy I got from the game. Now I'd rather play on the 32 player maps for a few hours, then play a levelling map for half an hour to make up for not raising my perks. |
|
#38
|
|||
|
|||
|
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. |
|
#39
|
|||
|
|||
|
Do you realize, instead of those ppl going to 6 players servers them will quit the game? So far for sucking up the population? Its not like because they disabled perks the 6 player servers are gonna be more popular.
|
|
#40
|
|||
|
|||
|
Quote:
.And if they have to leave - good riddance (as far as I'm concerned). It's not like I was having fun playing with them or anything... because I never did. Edit: I'm actually not opposed to making the game scalable to more players. However, it needs to be done very properly - with lots of testing, and a LOT more specimens at once on-screen, ALL specimens (even clots) with scalable health, perhaps scalable speed for specimens as well? The game experience with more than 6 players was pretty pathetic with the hack/slash job of increasing the server variable heretofore, and I'm not surprised they cut it. Last edited by HeatSurge; 06-05-2009 at 12:57 PM. |