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  • Suggestion
Nvidia RTX gameplay showcase concerns

Hey everyone,

After watching the RTX demo for killing floor 3, on Twitter, It has become apparent that there are some distinct issues within the game inherently. I wonder if anyone else have the same observations or concerns.


Here are a list of my concerns/observations:
1. The most promienent observation is the janky animation of the zeds, they look goofy and wayyy to snappy and choreographed. In Killing floor 2, the animations were smoother and had distinct variation which made the zeds more interesting and improved immersion. I dont see zeds moving left to right very often in the gameplay, and they have this weird timing that is wayy to obvious.
2. The guns dont have that much weight. Sure, it could just be the video and when I do get to play it would look different, but Killing floor is known for its guns, especially older and more realistic guns that we enjoy playing, the guns are wayy to futuristic and at times uninteresting.
3. When the Husk shoots fight balls at the player and they land on the floor, I noticed that the lighting doesnt adapt very well, the light is too weak for a large area of fire, this is a missed oppotunity as the light from the fire can make the visuals very interesting in tight areas.
4. Vaulting animation is too quick and isnt very detailed, the action of trying to get to high ground is very immersion breaking IMO.


These are my common observations, what do you guys think?

for killing floor's 15th anniversary... can TWI unlock Harchier Spebbington?

My disappointment is like the bloat: Massive.
Will Tripwire do something about Error 12 and the broken libraries at minimum?

We continue to work with our partners to see if we can identify a resolution to what players are experiencing, but there is little chance of a game update at this point in time.
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for killing floor's 15th anniversary... can TWI unlock Harchier Spebbington?

Would you consider releasing the source code then to approved community members if you are unwilling (makes sense from a business standpoint i.e money to not update KF) to invest into it?
You could attach a license to it that states something along the lines of "You are only given permission to fix bugs, anything you make becomes property of
Tripwire Interactive LLC and you are not allowed to share the source code online"?

There's bound to be someone who would be willing to invest the time needed to get compilers etc working out
of sheer love for the game.

We are not able to share the source code for the game/engine from a legal perspective.
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[How Do I?] If you have a crash, Give us the dump file!

Hello ! my game dont start at all when i click on exe ! and also i am on windows 7 32bit if thats help . here is my dump file :
RO 2 is no longer supported. The most common fixes can be found here: https://support.tripwireinteractive...red-orchestra-2-crash-exe-has-stopped-working
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  • Article
Deceive Inc.: Back To School Hotfix Is Now Live!

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Back To School Hotpatch
Agents, we are rolling out a hotpatch to address top issues around the back to school update. This will require a client update which should be up for download when you get to read this.

General
Guard Behavior Tweaks

We are making more changes to overall guard behaviors to better fit their return to being able to shoot at heat level 0.

We are changing how guards follow their target and how closely they will tail players to give a better chance of escaping them and more overall playspace without having guards in your face. We are continuing to look into guard behavior to improve the experience in future patches, but this should help make them more manageable.

Bug Fixes
General

  • Fixed a large amount of issues caused by NPCs being dormant for optimization purposes. This had led to some “Ghost NPCS” that could not be shot amongst other symptoms.
  • Fixed an issue where holding melee, releasing it, and holding it again could make your agent's hands disappear.
  • Pencil (Rainbow) Ink is now localized in other languages.

Gadgets
  • Umbrella shields no longer interact to prevent a wide array of situations that make it a nuisance depending on its placement.

Agents
Chavez

  • Tweaks were made to the Duke shooting animation to make it look off-center for a shorter time, making tracking shots easier.

Hans
  • Similarly to Chavez, all of Hans’ weapons have received some animation tweaks in ADS to make follow-up shots easier to track.

Madame Xiu
  • Fixed an issue that could lead to Madame Xiu getting catapulted across the map when using her expertise ability in some specific circumstances.
  • Fixed an issue that got Madame Xiu a double location when pinging when she disabled the last vault terminal herself.

Sasori
  • Fixed an issue with the auto-fire setting leading to Hyo & Hanei being able to charge a large amount of kunai at once.

Yu-Mi
  • Fixed an issue where Yu-Mi’s Expertise would sometimes not recover.
    Note: Our original fix on this was sadly only partial, limiting some instances where it could happen but not all. This one is a more robust fix.
  • Fixed a visual seam on Yu-Mi’s school girl outfit around her armpit.

Map
Training Range

  • Removed the looming gray cube.

Diamond Spire
  • Diamond Spire sound occlusion fixes to make it far more reliable across the level.

Fragrant Shore
  • Fixed as spawn under the dock stairs, trapping players.

Sound Eclipse
  • Fixed an issue that led to a missing gray field upgrade chests in some matches.
  • Fixed a very rare possible spawn that would lead to players starting in a staff room.
  • Fixed collisions in the new vault area that were not accurate.
  • Fixed some of the central pit assets that looked crusty from a texture perspective.

  • Suggestion
Please TWI, do not exclude real life firearms

I respect the decision that KF3 will take place in the future but please, include at least some real life weapons.
We had 1911 and Stg44 in Killing Floor 2 so older weapons in modern setting were always part of Killing Floor.
I enjoy real life firearms and I don't want to see them go.
  • Like
Reactions: Milan

Notice: We are looking for diligent KF Fans who provide clear and concise feedback and bug reports

Playstyle : Casual

Perks : All perks. Make my own fun.

Hours in game: 280 hours on steam, and around 200 on Xbox.

When I've had problems in game I've send reports on it and go to the forums to find the fix. I'm a simple average joe who absolutely loves killing floor.

KF is just the best game ever made. Metal, guns and gore.
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Welding: fixing what ain't broke since Killing Floor 2

I really liked being able to weld armored vests to other players in KF1. What memories...
Uh? Was it a mod or something? Or an ability from the very first KF mod (which I never played) ? Because I can't recall being able to do that in Killing Floor 2009.
If I recall, very early in KF2's life, the support class could repair armor. It was not well liked, and due to feedback, it was removed. Common feedback was that it led to hand pain, feeling pressured to constantly keep everyone's armor at 100% was distracting, and players would rather shoot things rather than repair the team's armor.
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Is killing floor 3 killing floor? (Criticism)

I mean... Outside of some very specific games like Planetside 2 or Helldivers 2, has any multiplayer games allowed that many players in the same team?

That's a whopping times five compared to previous games... Don't count on it, bud. I don't even know how you'd make this work.
Currently in KF1 and KF2, you find servers from 30 upwards, it's crazy fun.
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Welding: fixing what ain't broke since Killing Floor 2

I really liked being able to weld armored vests to other players in KF1. What memories...
Uh? Was it a mod or something? Or an ability from the very first KF mod (which I never played) ? Because I can't recall being able to do that in Killing Floor 2009.
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Is killing floor 3 killing floor? (Criticism)

I would like to see 30 or more coop players on the same server like before. 5 player coop is not enough for me.
I mean... Outside of some very specific games like Planetside 2 or Helldivers 2, has any multiplayer games allowed that many players in the same team?

That's a whopping times five compared to previous games... Don't count on it, bud. I don't even know how you'd make this work.
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Welding: fixing what ain't broke since Killing Floor 2

Welding, while serving a useful purpose in the KF franchise, hasn't been the most fun and engaging experience.

Those who will admit they like to play games while staring at a wall and holding down the mouse are a fairly rare group I assume.

As always, when we develop a new game in a franchise, we like to see how we can bring things forward and improve systems while retaining what people enjoyed about them or the experience they provide.

In KF 3, one of the gameplay options that players can bring into the field is the explosive locking trap, which can be seen in the new Gorefast reveal video. It is designed to be a great tool to help players hold down locations they want to fight in, while giving them some options.
  • Need that door/hole closed? Explosive Locking Trap is your new best friend
  • Need it closed again? Try deploying another (you did remember to bring a few right?)
  • Want it to last a bit longer or use it in combination with other gadgets? ..... well you'll just have to wait for more reveals!
I really liked being able to weld armored vests to other players in KF1. What memories...
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  • Article
Back To School Hotfix Announcement

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Back To School Hotfix
Agents, we simply wanted to provide a short update on the work going on for the hotfix. We have decided to add more fixes for a variety of issues that have popped up over the course of the week, delaying our initial plans slightly. We are now planning to release the hotfix next week.

Some (but not all) of the fixes we are working on are for “ghost npcs” that cannot be shot, multiple agent related bugs and a sound eclipse vault polish pass to fix multiple collision and visual problems.

We are also including some more changes like an overhaul of sound occlusion for diamond spire and further tweaks to guard behaviors. Stay tuned for full patch notes next week.

Thank you and see you all on the field!

Specialists Mega Thread (Originaly: Why Specialists?)

Cant believe the amount of people in here defending this. They're obviously not OG fans, and don't understand what Killing Floor has really always been all about. Give the fans what they want, Tripwire, or you're gonna sell a lot less copies. I certainly won't be preordering. Upon release, when I watch some videos and reviews, if I find out you stuck with this system, and I can't play the game the way it's been for over a decade (which was a formula I loved), then I won't be buying this one. I feel obligated, as a long time fan, to voice my discontent as much as I can, and object to the current creative direction. You're alienating your long time fans, hopping on the Hero Shooter bandwagon to try and go mainstream.... Guess what... YOU'RE ALREADY MAINSTREAM. KF2 propelled the series into the mainstream after the console releases. Long time fans won't be the only ones upset to see you going the direction of trendy, garbage, hero shooters. Killing Floor has always been better than that, and there's absolutely no reason to stoop to that level, just to cash in on the trend. I'm trying to save you from yourselves, Tripwire, because I'm passionate about the franchise. I don't want another clone of games I don't care about. I want more Killing Floor. Same classes and characters (maybe an addition or slight change here and there) with a fresh coat of paint, and revamped zeds / weapons. THAT'S IT. No stupid Hero Shooter formula. I hate to put it this way, but you don't get to tell the fans what we want. WE KNOW WHAT WE WANT. If you want us to buy your game, give us what we want. We don't want Specialists, we want our classes back. It's that simple.
"Obviously not OG fans"

Golly gee, I thought 15 years since I discovered the franchise through the release of KF1 was enough :'( ... That's what I get for being seven in 2004.

Also you got an edit button bro. Never learned forum etiquette about flooding? You're obviously not an OG forum user 💅

Trolling asides... What truly baffles me is how BIG of a deal it seems to be to EVERYONE. Tripwire can't post anything without a wall of comments asking to revert the changes. Did you guys really care that much about a bunch of interchangeable mercenaries who might say a funny line every once in a while? I like the humor and "motley crew" aspect of the KF2's roster, but I really never thought they were that compelling or deep. As if we needed anybody but the Fostinator anyway ~~~
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Suggestion for AS-06 Crawler

What bothers me most is just how different it is from its past versions. From what we've seen, the other zeds are still very recognizable despite being more cybernetic. Sure, the Gorefast now has an arm and a weird metallic apparatus on his eye... but it still looks like a Gorefast. Sure the Scrake has a grappling hook and a big heavy mask, but it still looks like a Scrake. The crawler, visually speaking at least, could be an entirely new zed. I believe they should have kept some arachnid elements for their latest design. But I guess bringing a few robotic components to them would have worked too, in order to create more cohesion between the new pack of zeds.

But hey... Can't deny that the new crawlers are absolutely freakish !
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