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A Word From The Trader

For instance: As Commando complete a match using the Backup Perk and killing at least one hundred Zeds with your 9mm for a 'moderate' dificulty, or say 'Use an off perk tier one weapon to kill a flesh pound on hard or above' for a hard one.

And then we have players being unhelpful to the team in order to fulfill these contracts, and a lot of them because crates aren't going to be rare.


A slightly better solution would be to have keys drop randomly as well, but crates and keys coming in different series and you can only unlock crates with a matching series key. Maybe even have only one series of key be dropping per month.

With this system you've pretty much guaranteed players will be getting crates without matching keys but they can still technically unlock crates without buying keys. It's still a pretty crooked way to kick out the main crutch of the anti-crate argument, but I never said I supported crate-key systems either.
 
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As a bystander this affair seems rather 'unlucky' to me.
Not the content itself but how these situations have been handled so far. Tripwire wants to generate money in the long haul, so an implementation and testing of the system is needed and rightly so implemented within early access. However, seeing the game as Early Access, advertising the updates as 'free' content updates seems wrong - the game is Early Access, it isn't finished, it is lacking planned content - why would you call it specifically 'free'? Now that wouldn't be so bad if TWI weren't behind planned schedule. In earlier comments they said they'd aim for a Q4 release, and that should be pretty difficult to achieve, not impossible but difficult. And for a moment I thought that the developers used on this system might have also used for other things. This is not quite right, seeing that each developer is generally a highly skilled specialist. The only thing I noticed is that TWI is generally providing very few maps, leading to the assumption that another leveldesigner or two wouldn't hurt. Yes money and all that...
So while not completely honked off by the development of recent news, I think that Tripwire should have communicated this a whole lot differently.

Conspiray theorists would also think of this as a move of generating the money they need to actually finish the game in the first place. Not sure about this one, though.

As far as trading and crates go, not a superhuge fan of this but I can see the point. Keeps you playing the game longer. An option for not seeing any crates ingame or reducing the visual experience to coremodels only would be a good idea.
 
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The only thing I noticed is that TWI is generally providing very few maps, leading to the assumption that another leveldesigner or two wouldn't hurt.

Actually they've been pumping out maps pretty fast considering all of them are extremely detailed. Also, maps are not necessarily the most important missing thing at the moment.
 
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It depends a lot on what we see as 'free content'. When the Early Access started, a lot of content like classes, weapons and such that were in KF1 were not in KF2.

The questions is: would you categorize those additions as 'free content' or just a step towards building up the basic core of a KF game?

I mean, one could sell any update during Early Access as 'free content' because buyers aren't really entitled to anything after buying an Early Access title. So, worst case, they pay for the 'status quo'.
Well what I, personally, mean when I say free content is extra bits after the game is finished. Like with KF1. Of course KF1 never had EA so the distinction was easier to make I suppose.
 
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And then we have players being unhelpful to the team in order to fulfill these contracts, and a lot of them because crates aren't going to be rare.


A slightly better solution would be to have keys drop randomly as well, but crates and keys coming in different series and you can only unlock crates with a matching series key. Maybe even have only one series of key be dropping per month.

With this system you've pretty much guaranteed players will be getting crates without matching keys but they can still technically unlock crates without buying keys. It's still a pretty crooked way to kick out the main crutch of the anti-crate argument, but I never said I supported crate-key systems either.

Actually, they would still be helping the team, by being trash clear in both those instances, and with the back up perk the 9mm actually has reasonable stopping power for mando (who is trash clear anyway most of the time) it just means said Mando will take point more, and should communicate what he's upto with the team, there would also be 'easy' ones with that system like 'as fire bug set 500 zeds on fire' and not limited to one, singular match. Hell if we go along that it could just be 'kill x of zed y in z manner' to be the formula for all the 'free' unlocks (with the xyz being changed based on dificulty, like say 10 pats with explosives, and 4 fleshies with the pulverizer, etc).

Any one killing zeds is contributing, not just the ones that are playing with your 'pre approved' play style.
 
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Any one killing zeds is contributing, not just the ones that are playing with your 'pre approved' play style.

You have to be careful with the requirements, though. When the requirement is to kill fleshpounds with a tier 1 weapon that's not the same as "killing zeds is contributing" because if they die they can't contribute to anything and chances are they raged the fleshpound on the rest of the team.

My play style is to cooperate with my team in order to survive some horror. Unless I missed something, I thought that's what this game was about.
 
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could we get a store to buy the stuff rather than crates? I was kinda expecting a pick and choose system when you guys announced the workshop contests; not the RNG crate system that no one really likes outside of gamblers.

This, now if you guys did it so that crates were random and you had a chance to get an item cheaper than its store cost that would be great. (not all items have to be worth more than a key/crate mind you)

It just would be nice to pick and buy items you want instead of going oh crap got another "boot for a hat" for the 18th time... or going i just want this one thing in this one crate.
 
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Read this, I don't like it neither but its their game and they've the right to do what they want ^^
It's the way that things are going. I'm not entirely happy about it but I'm not going to flip out over it either.

With this system I will honestly make money on this game after everything is said and done and I can't complain about that in the long term right?
 
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I was all up and giddy to go snooping for some paint jobs I might like for my favourite guns, but then I read about the cat-in-the-bag system. Guess that's not gonna happen, then.
I wasn't a fan of skin packs, but this is even worse.
With the skin packs you'd pay 4 or so and get the one you want.
Here, you might pay for dozens to get that one.

Personally, I'd prefer every weapon skin sold seperately. That way one could pick what they want and not overpay.
As it is now, I'm gonna look what I'll get for free and definitely not gonna pay for anything I might not want.
I don't mind that it's there. I'm just disappointed it's not better.
 
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I was all up and giddy to go snooping for some paint jobs I might like for my favourite guns, but then I read about the cat-in-the-bag system. Guess that's not gonna happen, then.
I wasn't a fan of skin packs, but this is even worse.
With the skin packs you'd pay 4 or so and get the one you want.
Here, you might pay for dozens to get that one.

Personally, I'd prefer every weapon skin sold seperately. That way one could pick what they want and not overpay.
As it is now, I'm gonna look what I'll get for free and definitely not gonna pay for anything I might not want.
I don't mind that it's there. I'm just disappointed it's not better.
You can buy weapon skins individually on the market.
 
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