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A Guide to Creating a New Perk

Left 4 Dinner

Grizzled Veteran
Jun 11, 2012
723
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So, you want to suggest a new perk, but you’re not sure where to start, how people will perceive it, or even if it will be considered a perk that is worthy enough to be a part of Killing Floor? Well fear not, for I will show you how to successfully suggest your idea for a new perk without being ridiculed, in just a few simple steps.


Step 1: Brainstorming


The first part of creating a perk, which could have potential, is to think of a perk that would best fit the game of Killing Floor while being unique, practical, and not too similar to another perk that has already been created. By doing this, we need to look at each of the perks and understand what is the main role for each of the current perks, what would it be classified as (i.e. offensive, defensive, or passive), how each perk helps the team out and how does the class output damage. So, let’s begin.
Firebug: Crowd Controller
Key Attributes: Have the ability to be immune to fire, grenades can set zeds on fire, and burning damage can cause a zed to break its charge. Main damage is created through DOT. Defensive perk.

Medic: Team Healer
Key Attributes: Have the fastest rate of healing, have the toughest combat armor, have easy access to guns that can heal, can move very fast, and can use many other weapons as a sidearm. Main damage is created from various ways, due to medics lacking an offensive buff. Passive and defensive perk.

Berserker: Frontline Offense
Key Attributes: Fastest moving perk when welding a melee weapon, does the highest amount of melee damage, has strong resistance to bloat’s puke and resistance to damage in general, and is able to chain stun and flinch zeds. Main damage is created through repeated blunt force attacks. Offensive perk.

Commando: Trash Eliminator
Key Attributes: Expert with assault rifles, very effective in killing all smaller zeds in a very short time, very fast reloader, able to see zed’s health, and able to see cloaked zeds. Main damage is created through a steady stream of DPS. Defensive and passive perk.

Sharpshooter: Precisionist
Key Attributes: Able to pick off zeds from very far distances, able to eliminate bigger zeds with ease, very fast reloader, able to deal large amounts of damage to the head and body with pistols and rifles. Main damage is created through high, pinpoint ballistic impact. Offensive perk.

Demolitions: Explosives
Key Attributes: Able to deal the largest amount of explosive damage, has strong resistance to explosive damage, able to take out large zeds with ease, and great for eliminating large numbers of smaller zeds in a very short time. Main damage is created through high explosive damage, with a large radial of effect. Defensive and passive perk.

Support Specialist: The Specialist
Key Attributes: Able to deal the highest amount of shotgun damage, shotguns penetrates zeds, able to carry more weight and grenades, fastest person to weld/unweld, and is capable of taking down the bigger zeds with relative ease. Main damage is through high-velocity ballistics. Offensive perk.
Now that we have the perks listed, you need to compare the idea behind your perk to the current perks in order to see if it is similar to any of the current perks. If none are too similar, then you need to determine how you would classify the perk. Would your perk be more of a passive, defensive, or offensive perk? If offensive, how would you describe its damage output? Is it high or low? Area of Effect (AoE), large or small? Attack range is short, middle, or long? Fast or slow damage output? Is its damage, damage over time (DOT) or instant damage? If it’s a defensive perk, then what makes it more defensive than offensive? What type of damage does it do? What attributes make it preferable and practical as a defensive perk? And finally, if it’s a passive perk, then what makes it not an offensive or a defensive perk? How does it help the team? Does this perk’s passive ability help the team or just the player?


With that done, you should now have the basis of a perk that is not like any current perk, and has its basic role. It would be advisable to do a forums search for your idea, because there might have been someone else who came up with your idea. After doing your search, you should think whether or not, this idea is meant to be real or not, and whether this perk can fit the feel of the game. Perks like ninja’s, spies, machine gun shooters, etc. are interesting ideas, but would have no way of fitting the game. If you’ve passed this, then you ready for step 2, customize your perk.


Step 2: Customize stats


Now that you have your perk idea in hand, you need to come up with stats and attributes that will make it worth playing. The following, is a list of possible attributes that can be added your perk. Although there can be more added, this, for the time being, shows the various types of common and new attributes that can be added.




  • Faster reloading
  • Bigger discount on weapons
  • Self heal faster, heal others faster
  • Less recoil
    [*]Tighter spread

    [*]Faster weapon switch
  • Resistant to clot’s grab
  • Resistant Husk’s fire canon
  • Resistant Bloat’s puke
  • Resistant Siren’s scream
  • Resistant to damage in general
  • Able to see cloaked zeds
    [*]Able to see zed’s health

    [*]Able to see the FP’s rage level
  • Weld/unweld faster
  • Repair armor
  • Unaffected by health level when running
    [*]Fire weapons faster

    [*]Higher fire, explosive, melee, or gun damage

    [*]Larger clip size

    [*]Faster welder or medical syringe recharge

    [*]Larger grenade or weight capacity

    [*]Special grenades

    [*]Stronger combat armor

    [*]Cheaper combat armor

    [*]ZED extensions
  • Faster movement
  • Faster movement while holding a certain weapon
From these attributes, you then need to put them together in a way that compliments each other, and can ultimately result in a unique perk with unique attributes. Should you feel the need to stress how important this perk is, it would be a good idea to create a graph that shows how your perk level’s up, and what abilities it gains as it levels up. Your perk level’s up by either doing a certain amount of amount of damage from a certain group of weapons, counting the number of kills of a certain type of zed, or by totaling the amount of something else that the perk does (e.g. welding, healing, etc).


So, you should now have a perk that is unlike any of the other perks, it has a defined purpose, and it now has its own abilities and attributes, possibly with a system that shows its leveling process. The next thing to do is really simple, create a look and name.


Step 3: Name and Design


You should have already thought of a name by now, since that’s most likely how you thought of the idea in the first place, but if not, then think of a name that describes your new perk idea. The key to making a good name for a perk is that it has to be something that is one or two words long, and when spoken, its role will be known without having to describe it. When looking at the current perks, the Demolition perk says what it does, which is explosions. Same for the support specialists, which is a perk that specializes in certain abilities, and is great for supporting the team. So by coming up with a name that fits the perk, it should then be instantly recognizable whenever the name of the perk is mentioned.


Besides having a catchy name, an icon that relates to the perk would be a great way of showing off your new perk idea. By looking at the current perks, we can see that the firebug has a fire flame for its icon. This is because the firebug is all about one thing, and that is fire, and lots of it. Same thing goes for the demolitions perk. Its icon is a bundle of dynamite. Since many people know that dynamite is explosive, it would make sense that the icon used for demolitions is a bundle of dynamite. The main thing to keep in mind here is that the icon has to be large enough and simple enough to be understood by others, or else people won’t understand it, and thus won’t like it.


If you’ve been able to make it through this far, then you’re nearly done. The last part to help you with your new perk idea is step 4, presentation.


Step 4: Presentation


At this point, you now have everything ready, including perk name, icon, stats, abilities, class type, etc. With all of this done and ready, you now need to showcase it to others so that people are more likely to read it. The first part of this is to make sure that you type everything that you want, and proof read it. If you don’t take the time re-read your post to check for simple miss spellings, wrong choice of words, or grammar issues, then no one should take the time to read it either. However, if English is not your main language, then it is excusable and people are more willing to understand, as long as you tried your best. Next, start off by explaining why you feel that this perk would be something that would improve or enhance the game play for Killing Floor. Most people love to hear things that help improve performance and/or gaming experience, and if your able to explain how this perk will do such, then people just might like your idea And if you’re idea becomes popular enough, then the mods and admins might even notice your idea as well. Although the chances of your idea becoming implemented into the game are pretty small, they are better than not trying at all.


After explaining the reasoning behind your new perk idea, it would be good to then present any extras, such as the perk’s abilities and stats, along with its name and icon. A short explanation for the icon and the name would help explain the reason behind picking the particular icon and for naming it whatever you named it.


And finally, you should expect criticism from people. Although some people will not like your idea, and not explain why, others might explain why they do not like your idea. It can be frustrating having to deal with critics, but it would be advisable to listen to what others say. Maybe they are giving a suggestion that might improve upon your idea. Maybe they thought of something that you forgot about. That’s why, it is always important to read what others have to say. Constructive criticism is very helpful, and you should take the time to read what they wrote, since they took the time to read what you wrote.


So, with all of this said and done, you should now know how to successfully come up with a perk idea that is original and hopefully has a chance to be successful. Have fun :). I doubt this is good enough for making as a sticky, but I figured I would write a simple guide for posting about new perk ideas.
 
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Reactions: Bobob
another thing people should do is just take a look at the source files, to see what is actually possible with perks (due to most of the functions residing in kfhumanpawn) and to see what the actual numbers are in the current perks, so they get a better idea of what to suggest, and what is possible without too much hard coding.

i'm still trying to figure out how to increase the maxfallspeed for my jedi perk (so force movement wont kill him after landing from a high jump).
 
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