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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



For more information about our privacy practices, please review the new Privacy Policy found here: http://tripwireinteractive.com/policies/privacy-notice
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Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
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  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
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Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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Idea thread to update and improve the Skills experience - A community effort!

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  • Idea thread to update and improve the Skills experience - A community effort!

    Hey! If you've seen me on subreddit or here, you'll know I've been posting a lot. I've had issue with the skill tree design, and thanks to community feedback, I've been able to focus my creativity less into what I personally want (the talent system), and more into just what the community wants and can do to improve the current Skills system in KF2.

    Basically, consider this an open thread to discuss your potential ideas with me and other users! I'm trying to not muddy up the KF subreddit (i've posted like 4 polls in the last week there), so I probably will keep this thread exclusive to this forum, but I really wanna see your guys' ideas!

    Some of the polls I've also posted:

    Which Perks Skill Trees Are the Most in Need of Rebalancing? (NEW)
    How Do You Feel About the Current Skill System in KF2?
    Two polls that were unanimously revealed as actually unhealthy for the game, so I'm leaving them out, out of shame

    For example, here are some of my ideas!

    Survivalist - There are SO many different directions TWI could take the perk in to positively impact its experience. The first, and most obvious one, is actually making the skill tree ABOUT playing any way you want. The current skill tree is way too focused on imitating other perks, which in a game like KF2, where optimization is easy and straightforward, just won't work out.

    Replacing the skill tree with skills more focused on branching out - things like increased reload speed with EVERY weapon, increased mag size with EVERY weapon, increased weapon swap speed, increased weight capacity by default. Survivalist feels like the perk where, if you wanted to, you could do crazy builds like TF2 Pyro's loadout and still work.

    Leaning into the "Survivalist aspect" - What I think is an interesting idea would be focusing more on "Surviving" - scavenging, running around, trying to survive, yadda yadda. Things like increasing ammo/weapon/armor drop rate by default, skill ideas like "All weapons you pick up are automatically level 2", giving the Perk the Fallback skill SWAT and Commando have (which increase knife and 9mm damage). This probably wouldn't be as interesting as the above suggestion, but thematically, I think it would work a lot better. I also just really like the idea of having more weapon drops. It's a really interesting mechanic and there's a lot of untapped potential there.

    Going with the fan-based "Scientist" idea - Scientist as a perk, I feel, would be super interesting and fitting for the game. There are weapons like the Microwave Gun, Hemoglobin, Freezethrower, and things like DoT Poison or raging enemy Zeds to attack eachother, that could all compliment that kind of perk really well. I think an update dedicated to adding such a perk, adding weapons back like the ZED Guns and Bilethrower from KF1, the upcoming Laser Cutter weapon, giving the perk a focus on "experimentation", whether that be on Zeds or with loadouts, it could work really well and be a breath of fresh air. You've got a much more sci-fi inspired aesthetic going with KF2, why not lean into it?

    Firebug - Without a doubt the second-most panned skill tree on a Perk, the Firebug seems like a Perk that needs the most work on it if we ignore the Survivalist. Its tree is just a mess, even though it introduces really cool mechanics like improving the fire DoT damage and the introduction of Ground/Blue Fire.

    Biggest necessary change - neutralizing albino crawlers. This goes without saying, it makes no sense and actively hampers the Perk as a whole that its fire doesn't neutralize albino crawler explosions like it does Bloats.

    Fixing the ground fire aspect: other weapons properly apply it - Another glaring issue, the Firebug's grenades and weapons like Dragonsbreath, Spitfires, and Husk Cannon just straight up don't apply ground fire, which completely hampers a quarter of the Firebug's perk design (groundfire + non-flamethrower firebug weapons).

    The Fireaxe should apply fire to enemies when Firebug equips it - A simple and possibly glaring omission. There's no reason to use the Fireaxe on Firebug otherwise, and it could be a unique aspect. More variety and choice.

    Improving ground fire as a choice over Fire DoT - Unexplored aspects like making it so ground fire doesn't rage Zeds, gives a damage boost to other weapons, lasts even longer, has some sort of unique aspect, would go a long way in improving Firebug both specifically in that skill aspect and as a Perk.

    Some ideas for gameplay - self-immolation? - Hear me out. Remember Borderladns 2? Krieg, a DLC character that had a skill tree dedicated to setting himself on fire and going on rampages? Imagine how cool it'd be if Firebug could set themselves on fire as a buff. Regenerating health while on fire, doing extra damage, moving faster, fearing Zeds during ZED time (ala Zerk's L 25 Skill), there's an untapped well of possibilities with such a game mechanic.

    Skills that need to be changed or removed - Level5, Bring the Heat needs to go. Bake the damage buff into the Perk itself and give him a different skill. Level 10 is fine. level 15, cool concepts, but fire needs to not rage zeds for L to not be a gameplay issue, and ZED Shrapnel just needs to go. Level 20, rework entirely, L needs to go because it invalidates the sole reason to take Microwave gun over Flamethrower currently, and R is just boring and doesn't work properly on non-flamethrower guns.


    So yeah, lemme hear your ideas! I love KF2, and TWi has come so far since its rocky 2015 EA release and the awfulness that was 2016. I know they can keep improving the game and making it even more fun than it already is, which is pretty high up there.
    Last edited by Nova!; 01-14-2019, 02:48 PM.
    [url=http://steamcommunity.com/id/nerdkillaz][SIGPIC][/SIGPIC][/url]

  • #2
    What do you mean?

    How can fireaxe deal burn damage?
    its an axe for christ sake, unless you go full dying light and apply fire mods on it.

    Ground fire: the most worth while skill in the bug's arsenal as not only it helps to deal with zeds quicker but also slow them down (big zeds included)

    Compared to high capacity, bring the heat is the only viable choice that there is for a firebug.
    high capacity is what needs to be changed so it would be competitive with the bring the heat.
    like not only increased mag size but also ammo pool and perhaps elite reload included.

    the whole dot aspect of the bug can kill the whole team if not used with care.
    as if you accidentally lit up a couple of scrakes and you have dot skills enabled, they would most definetly rage after that.
    (ofc that argument cancels out if you have bugs that just hold wm1)

    I do agree about the albino spiders tho, last year i did suggest for a pyro to be able to light up the crawler's gas for an aoe explosion with afterburn.

    Dragonsbreath, mac10 and flareguns wouldn't be able to physically light up the ground on fire, thats why the skill doesn't work on them.
    If there was a grass that could ignite like in farcry, then its different story.
    No objection about husk cannon, since husk can leave a flame runing for a few secs after his ball explodes on impact.
    (b4 you mention microwave gun, the fact that it can create a ground flame is illogical, and yet here we are)

    ​​​​​​​I would go on and write a whole essay about my experiences with other perks and which skills need to be changed/buffed to compete with the counterparts... But im on a phone and the forum is slugish to use on mobile.

    Comment


    • #3
      Originally posted by s5yn3t View Post
      What do you mean?

      How can fireaxe deal burn damage?
      its an axe for christ sake, unless you go full dying light and apply fire mods on it.

      Ground fire: the most worth while skill in the bug's arsenal as not only it helps to deal with zeds quicker but also slow them down (big zeds included)

      Compared to high capacity, bring the heat is the only viable choice that there is for a firebug.
      high capacity is what needs to be changed so it would be competitive with the bring the heat.
      like not only increased mag size but also ammo pool and perhaps elite reload included.

      the whole dot aspect of the bug can kill the whole team if not used with care.
      as if you accidentally lit up a couple of scrakes and you have dot skills enabled, they would most definetly rage after that.
      (ofc that argument cancels out if you have bugs that just hold wm1)

      I do agree about the albino spiders tho, last year i did suggest for a pyro to be able to light up the crawler's gas for an aoe explosion with afterburn.

      Dragonsbreath, mac10 and flareguns wouldn't be able to physically light up the ground on fire, thats why the skill doesn't work on them.
      If there was a grass that could ignite like in farcry, then its different story.
      No objection about husk cannon, since husk can leave a flame runing for a few secs after his ball explodes on impact.
      (b4 you mention microwave gun, the fact that it can create a ground flame is illogical, and yet here we are)

      I would go on and write a whole essay about my experiences with other perks and which skills need to be changed/buffed to compete with the counterparts... But im on a phone and the forum is slugish to use on mobile.
      Don't know why you're clinging to realism so hard. It's not about how realistic the guns work, it's about the actual gameplay experience. If it was about realism, grenades would kill players almost every time they threw them.

      Though - I will say I like your idea for the aoe explosion from the gas, it'd be another gameplay issue (because knocking around zeds is a huge issue in higher tier play), but it'd be fun and interesting.

      EDIT - I think balancing Fuel Tanks to compete with Bring the Heat is possible and logical, but at the same time, having pure damage boost in skill trees is just aggravating and needless, when you could actually give the perks the damage boosts in their base design, and dedicate their skill trees to interesting gameplay changes. It's also a herculean task to balance a damage skill tree and a non-damage utility skill tree. Most players are only even going to bother with the pure damage skill tree, because it's just a matter of gameplay, even it's barely noticeable.

      Oh, and if it wasn't clear, what I meant by the Fire-axe is that: if the Firebug equips it, doing melee attacks with it should set Zeds on fire.
      Last edited by Nova!; 01-14-2019, 04:32 PM.
      [url=http://steamcommunity.com/id/nerdkillaz][SIGPIC][/SIGPIC][/url]

      Comment


      • #4
        Im not clinging to realism, but more towards how it applies logically.

        And as i said about fire-axe, you have to go dying light route for it to set zeds on fire.
        othewise we can take a huge dump on the aesthetic and go full mmorpg with swords out of the blue applying shock damage and what not.

        ​​​​​

        Comment


        • #5
          Originally posted by s5yn3t View Post
          Im not clinging to realism, but more towards how it applies logically.

          And as i said about fire-axe, you have to go dying light route for it to set zeds on fire.
          othewise we can take a huge dump on the aesthetic and go full mmorpg with swords out of the blue applying shock damage and what not.

          ​​​​​
          It wouldn't be hard for TWI to apply a fire effect to its blade should they ever go through with the idea.
          [url=http://steamcommunity.com/id/nerdkillaz][SIGPIC][/SIGPIC][/url]

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