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What are your top 3 QoL Changes for KF2?

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Yoshiro

Senior Community Manager
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  • Oct 10, 2005
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    Hey everyone! I'm working on updating my internal document of top community issues and wanted to reach out for some direct input to make sure there aren't any big items that the community team may have missed that have come up recently.

    So with that in mind, please list out your top 3 Quality of Life improvements (be they bugs, balance or system changes) that you think would make the game better for you and other players. If they are bugs, please feel free to link to a detailed bug report and 100% reproduction case (this is what helps us best track down root issues and get fixes in).
     
    Late joining QoL:
    - Do not let people spawn when there's only 30 seconds or less of trader time left;
    - Either don't let people join past wave 1/4, 2/7 or 4/10 or give them proper amounts of money so that they can be properly equiped for the wave;
    - Discourage late joining by making map achievements require that players play the map from the start (aka wave 1).
     
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    1. Do not start area defense money depletion until the required number of players is within the designated area (or change the areas so that they don't spawn super far away)
    2. Show some sort of count of the number of ZEDs allowed in the area defense zone before the money starts to deplete (for example - 0/10 ZEDs)
    3. Fix the key rebind reset thing that happens after participating in a beta
     
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    1. Swap skill trees around so damage bonus skills are on the same tree as other damage bonus skills - IE Field Medic's syringes boosting teammate and self damage up to 30% in the same tree segment as the base damage bonus to Medic weapons.
    2. OR take out the damage bonus skills entirely, replace them with something akin to a band-aid skill, and implement the damage bonus into the base Perk's levelling bonus, IE take out Commando's Hollow Point Rounds (or just make it so it only reduces recoil) Skill and increase the per level damage bonus to 2% from 1%.
    3. Just scrap the Survivalist's current skill tree entirely for the time being. Let it be more like KF1 perks where you only get the bonus stat increases every level up, until you can come up with a skill tree that works for the Perk. Maybe buff the stats a bit to help (such as 1.5% bonus damage from 1%, faster swap speed, et cetera).

    Basically please for the love of god get the damage bonuses OUT of skill trees. They screw with the perk damage balance hard. Commando is nigh unplayable until level 20, Field Medic is insanely weak damage-wise until level 20, Support is a mess, and there's never a reason to take non-damage-bonus skills over damage bonus skills, making the perks all a LOT more pigeonholed than the skill trees intend.
     
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    Man the top 3 list wouldn't even cut it.
    What i think right now for balance:

    Commando needs his low to mid tier weapons weight rebalanced... Cutting down weight of ar15 and l85 by 1, while increasing weight of scar-h by 1 and changing its weapon category from ballistic_AssaultRifle to Ballistic_Rifle.
    Just to move it in line with the power of fn fal (since FP's only take 25% less dmg from that category, and since both use same ammo it would just make sense.)
    On top of that AK12 can now comfortably sit in the middle and be a valuable choice now, than being a worthless buy that is now.

    Buffing Eat Lead skill for commando with the addition of V1 rack em up.
    V1 was when you hit the head = +1, miss head = -1 to the stack.

    So now you would have an option to have a passive buff with recoil reduction, or double the mag size with the possibility of dealing up to 50% more damage.

    Medic:
    Added passives for reload speed and switch speed.
    Reload speed would help speed things up with hemo and the hm5 GL.... Or with a shotgun that takes forever to reload when its mag release is out of a pistol.
    And increased switch speed would bring that KF1 feel back when you had to juggle the weapons back and forth to keep your teammates alive... And now it can help heal up people faster if you're running with slower recharging weapons.

    Survivalist: More ammo.... That's all he currently needs is to have more ammo.
    If it can't deal as much dmg as other perks, might as well compensate with larger ammo pool.
    Alternatively survivalist could run a passive bonus: Scavenger.
    Receive 2-3x ammo from an ammo box/support resupply.
     
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    Repost because the spam filter is annoying.

    1. Swap skill trees around so damage bonus skills are on the same tree as other damage bonus skills - IE Field Medic's syringes boosting teammate and self damage up to 30% in the same tree segment as the base damage bonus to Medic weapons.
    2. OR take out the damage bonus skills entirely, replace them with something akin to a band-aid skill, and implement the damage bonus into the base Perk's levelling bonus, IE take out Commando's Hollow Point Rounds (or just make it so it only reduces recoil) Skill and increase the per level damage bonus to 2% from 1%.
    3. Just scrap the Survivalist's current skill tree entirely for the time being. Let it be more like KF1 perks where you only get the bonus stat increases every level up, until you can come up with a skill tree that works for the Perk. Maybe buff the stats a bit to help (such as 1.5% bonus damage from 1%, faster swap speed, et cetera).

    Basically please for the love of god get the damage bonuses OUT of skill trees. They screw with the perk damage balance hard. Commando is nigh unplayable until level 20, Field Medic is insanely weak damage-wise until level 20, Support is a mess, and there's never a reason to take non-damage-bonus skills over damage bonus skills, making the perks all a LOT more pigeonholed than the skill trees intend.

    Oh! Very minor QOLs: Have upgrades also buff max ammo for the weapon. I think the upgrade system isn't that bad now, but you can't do things like Tier 6 9mms because you run out of ammo after a single FP or Scrake.
    and Let us upgrade the base knife. Just a simple request, even if it means giving the knife its own "tab" on the store page.
     
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    Removal(or toggle, if possible) of the Spawn Rage mechanic from Fleshpounds and Quarter Pounds in Solo/MP games. It can punish players hard for doing nothing wrong, aside from being unlucky that FP/QPs spawn raged. I understand the reason for the mechanic, but for me personally the mechanic ruins playing vanilla games completely and is the primary reason I avoid playing unmodded games for a majority of the time I play.

    I have no other major gripes with the game's mechanics or systems in place. Other changes I personally would like to see is further tuning of the upgrade system's damage multipliers(some are too strong/weak still imo) and some SWAT buffs are due, I think.

    Oh, and the "Unofficial Mod"(linked here https://steamcommunity.com/sharedfil...?id=1502948617) by "[Insert Name Here]" has some really awesome changes you guys should consider adding to the base game. Stuff like UI element for syringe recharge on Medic Weapons that you don't have currently equipped, increased Trader time when someone joins a game in progress, displaying how much HP someone is currently being healed for in white next to their blue health when you look at them, displaying an icon over who you're locked onto when aiming a Medic Weapon and some other stuff.
     
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    Discouraging with the map achievements will have no effect as players don't really care about it to begin with.
    But denying a spawn to the player who just joined on trader time that has barely any time left.... Now that i can dig.
    Not only does it prevent the hassle of sudden difficulty jump, but also prevents a late joiner dying quickly because he had no time for buying.
    Might as well grant that joined player a wave pass dosh bonus when he spawns in for the next round.
     
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    1. Balance (weapons, skill trees, upgrades) will elaborate on these if somebody asks.
    2. Webadmin. Adding new maps to a server is tedious, and time consuming.
    3. Economy: No dupe rule should not apply to precious items, as it causes them to tank in value, and by extension the overall health of the economy.
     
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    Firebomb;n2330792 said:
    Lol what? Since when is the almighty AK a worthless buy?

    Because:
    A: scar and ak12 have the same weight
    B: scar has more spare ammo
    C: scar does 10 more dmg per bullet than ak.
    D: Scar is faster to reload and easier to handle.
    and that ak costs 400 dosh doesnt make much of a difference since mando can comfortably earn money to sustain himself and get the necessary upgrades rather quickly.
     
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    1. Survivalist weapons (Freezethrower and Killerwatt) reload faster regardless of the first perk skill you choose similarly to how the 9mm/dual 9mms reload faster no matter what right now. Alternately, allow the Killerwatt to reload faster with Heavy Weapons Training like the freezethrower. Since we are in the spirit of making the Survivalist more viable, having his weapons be effected by his skills is a pretty important aspect. Several people are discouraged by this.

    2. WebAdmin and server admin enhancements! Being able to make simple changes in WebAdmin would be amazing. Example, being able to quickly turn on and off objectives (reasoning: it's nice to be able to turn off stand your ground as many people on higher difficulties don't care for it, but if you turn it off in the files, that also turns off objectives on maps like Santa's Workshop and Airship. Being able to turn this on and off on WebAdmin, vs having to shut down the server and editing the files, would make things easier. Alternately, differentiating stand your ground to map specific objectives). Being able to turn on and off friendly fire or the scaling of such in WebAdmin would also be nice. I feel like there are a lot more things that could be done in WebAdmin. In addition, more Admin commands in game would be nice, such as booting people simply by clicking their profile and booting straight from the game menu while logged in as a server admin, rather than shift+tab to go to the WebAdmin, etc. I feel like the life of a server admin is a lot more difficult than it needs to be

    3. The ability to join a game straight away while you are spectating it. So often if you are spectating, then a spot opens, but someone else joins before you can quit the match... load main menu... then go in server browser and find the server you were spectating. Would be a huge QoL improvement to simply join straight from spectating.

    Honorable mention: Can we PLEASE get "Thank You" bindable in Settings, like all the other voice commands!?

    PS ilytwi <3
     
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    s5yn3t;n2330794 said:
    Because:
    A: scar and ak12 have the same weight
    B: scar has more spare ammo
    C: scar does 10 more dmg per bullet than ak.
    D: Scar is faster to reload and easier to handle.
    and that ak costs 400 dosh doesnt make much of a difference since mando can comfortably earn money to sustain himself and get the necessary upgrades rather quickly.

    A: AK has bigger mags = more kills per mag.
    B: SCAR's extra damage only makes a difference on a few zed types;
    C. AK has better DPS (in burst fire mode), so you'll be killing big zeds faster with the AK than you will with the SCAR.

    If anything, the AK should be priced at 1500 like the SCAR.
     
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    Make Survivalist an actual perk. Maybe with such futuristic kind of weapons, like the Killerwat is, the Microwave gun would also work and then give it some other weapons that do similar things. Make a skill tree for the perk that reflects what it specializes in and give it an actual role to play in a team.

    Give EDars their own spawn pool, and make them a bit more rare - as in don't have two Bomber or Blaster Edars spawn next to each other in a narrow alley. You could make them more rare with their own spawns, have them spawn around mid-game and give each a different tier/role:

    Blasters on Husk tier, generally low damage, but more sustained - more area denial than Husks and about the same hp as them
    Trappers Scrake tier, with about the same hp they have now, and a slightly longer grapple and perhaps a bit more range
    Bombers Fleshpound tier, high hp and very high damage with perhaps a 13% or so slower fire rate

    Also, have I mentioned Survivalist? I'd like to see it be an actual perk and have a role in the team that's its own.

    P.S. After reading through other comments, I also think Delta69er (page3) makes some great suggestions.
     
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    Major gameplay changes that are very easy to implement:
    1. Remove around the corner spawns and non-stuck zed teleports.
    2. Remove quarter pound spam and rioter spam on HoE.
    3. Reduce EDAR dodge chance (put a 5s cooldown on it), reduce health by say 30% and finally create an EAIType for EDARS! Even just one entry for all would do. Also reduce their spawn chance by 30% on HoE.
    A note on the EDAR changes:
    The core is a significant weakspot, but is not always visible like the head of most zeds. It needs to be facing towards you; if it's not, prepare for spamming a surprisingly tanky enemy. If you hit the EDAR anywhere else, it will continually dodge making it even more of a pain to hit the core. If they're in melee range, the core will be difficult to hit since it moves a lot during attack animations. As for the spawn chance reduction, on HoE we often get clumps of EDARs at once which is even more annoying. They require a fair bit of attention in the midst of combat, but not for the right reasons.
     
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