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This is the end of Maneater/Maneater2?

Now it's been confirmed that Maneater will no longer be receiving updates or future expansions its time to get excited over the teased announcement of Maneater 2 "How could we not be".
I personally hope they keep the next game aquatic as the extra axis of movement and exploration of aquatic environment is more interesting then the alternative. As for our main protagonist I adore our lovely shark and am saddened to say goodbye her.
So what defines the Maneater franchise and what to expect from Maneater 2?
Satirical tone, protagonist with mass appeal, aquatic themes, exploration, fun fast gameplay, great voice acting and arcade feel.
Our new leading lady?
I fear another shark protagonist will be to risky for marketability, it's difficult to add enough extra depth to the gameplay of a shark for the average gamer to return. This will also lead to poor reviews.
What sea creature appeals to the current fanbase, will allow for improved/extra gameplay functions, have diverse customisation/skins, generate hype, allow for future dlc's and might cast a wider pop culture net to draw new players. I can think of only one, Tripwire time to release the Kraken.
Why Kraken?
1.Modifications/skins? From movies, comic books, video games and board games aside from the tentacles it's almost always depicted differently. Love to see tripwires unique take.
2.Appeal? Obviously being in all the above mentioned it has huge appeal within and outside of the Maneater community.
3.Gameplay? Having tentacles and intelligence allows for greater interactions at a basic level and depending on the design could allow for custom lairs and anything from a more natural gaint squid design(adds ink/stealth gamplay) to a high fantasy d&d design(adds endless abilities/options)
4.Satirical theme/dlc's? Lots of pop culture references allows for easy exploration monuments and Satirical themes. Again depending on the design dlc's could even allow for a time travelling prequel who doesn't want to sink a pirate ship.

What do you think?
Happy holidays to all the community and the Tripwire team.

Constant DDoS

Create a support ticket with TWI. The more people nag about it the higher the chance something gets done.

But it's a hard problem to solve, they probably have no idea how to approach it, would have to find someone who's good at unreal protocol, who probably charges hundreds per $ hour, the issue could be on the level where it's only Epic is in position to fix that, which they won't as it's an old product.

And besides, it's either their own servers aren't attacked, or their pipe is so thick that nobody cares about this thing going on and they are okay to be serving as accomplices to this.

As for servers, this game roughly has 2.5-3K concurrent players average per month, that includes solo players, the number of servers online is upwards of 2K, we clearly have an overabundance situation, so they probably don't even care about community server hosters dropping out of the game.
Upvote 0

Server KF2 server on CentOS Linux DDoS defense with the help of firewalld

An attacker has been trying to use my server to do amplification attacks again. However this time round it's a lot slow. They have been sending a couple of hundred packets per minute. Not enough to get caught by my packet rate limiter. They have also changed the way they are attacking using the same ip address with multiple source ports for a couple of minutes then moving on to another ip address and repeating. This is not really a issue as the script that reads the kf2 logs blocks these connections. However it's annoying to be part of a ddos against someone else's infrastructure and have CPU spikes because of these attacks. So i have another filter for the community that seems to work well for this kind of attack.

iptables -I FORWARD 1 -d <KF2 server ip address> -p udp --dport <KF2 server port range> -m connlimit --connlimit-above 20 --connlimit-mask 32 --connlimit-saddr -j DROP

iptables -I FORWARD 1 -d -p udp --dport 7777:7779 -m connlimit --connlimit-above 20 --connlimit-mask 32 --connlimit-saddr -j DROP

This filter limits the number of connections you can make from a single ip address to the server port to 20 active connections. A client only really needs one connections.
I shut my server down last month as none of these methods were enough to repell the attacks. if you have a cable connection like me then none this is going to work becuase it will be too much traffic to try and filter
Upvote 0

M32 Grenade Launcher: Multiple ammo types

I always think of the movie Dogs of War, an early 1980 film where I first saw a grenade launcher with a drum magazine. I always thought that would be perfect for a game like this one. Having it preloaded with different ammo rounds could be fun.
I mean... It would just behave the same way the M32 does? Both are "revolver-type" grenade launcher... Although the Hawk MM1 has a massive TWELVE grenades loaded !

I do believe that, should such a mechanic be implemented, the best way would be to have full control on the grenades you load. Maybe the gun could have regular grenades once you purchase it, and then have the option to buy one or more other types of grenades at the Trader Pod? You could then manually load each grenades... So you could have a mag full of "specialty" nades, or a mix of styles !
Upvote 0

Perk Idea - Hunk

Killing Floor 2 New Perk

these ideas are off the top of my head with minor thought about balancing, would need tweaks.
An LMG based perk best for Hunkering down and holding zones. Offers great armor upgrades and skills for continuous firing.
XP Objectives
• Dealing Hunk weapon damage
• Killing Ranged Attack Zeds (Sirens, DARs, Husks)
DP27 - Tier 2 - 750 Dosh
Dual DP27 - Tier 2 - 750 Dosh
RPK - Tier 2 - 900 Dosh
Scar-H Drum - Tier 3 - 1200 Dosh
M247 SAW - Tier 3 - 1100 Dosh
Stoner 67 - Tier 3 + Commando - 1200 Dosh
Rafika Drum - Tier 3 + Gunslinger - 1300 Dosh
PDM Hurricane - Tier 4 - 1500 Dosh
(M247 using the Side Mag Well with an underbarrel proximity mine that stuns zeds)
Bren LMG - Tier 4 - 1500 Dosh
MG42 - Tier 5 - 2000 Dosh

Perk Weapon Damage
( 1% / level )
Reload Speed
( 5% / 5 level )
Ammo Capacity
( 1% / level )
Armor Supply
(Supplies Teammates with 25 Armor once per round)
Starting Loadout
STG-447 Drum
9MM Pistol
Trench Knife
Energy Grenade (explodes on impact, dealing high damage and knocks down zeds in a small radius; deals no self damage)
Perk Skills
Level 5
Reload Specialist - Reload 10% faster and increase stun chance by 10% using Perk Weapons
Tactical Movement - Slightly increase movement speed while ADS and Reduce recoil 30% using Perk Weapons
Level 10
Tech Savy - Increases Equipment by 1. Choose to Equip a grenade that places a shield with 50 health and blocks zeds in a 5 foot radius
Anti Projectile - ignore Sirens anti-projectile field. Choose to Equip a grenade that temporarily negates incoming Enemy Projectiles
Level 15
Premium Armor - Increases Armor by 100%
Studded Leather - Damage received while wearing armor returns 10% damage to melee attacks
Level 20
Bullet Combo - Increases Rate of Fire 1% for each bullet hit while using Perk Weapons. Resets on reload
Lead Returns - getting hit with a melee attack refills your mag by 2% using Perk Weapons
Level 25
ZED TIME Fully Stocked - Entering Zed Time refils your mag. While in Zed Time shooting Perk Weapons takes ammo from reserves.
ZED TIME Ferocious Presence - Entering Zed Time Knocks down and stuns any nearby Zeds. While in Zed Time shooting Perk Weapons takes ammo from reserves.
change the dual dp to a burton 1917 light machine rifle (maybe with a crossperk)
and the starting stg for a BAR
Upvote 0

More Neon RGB Packs For Consoles

Please please oh lord could we potentially get more neon RGB skin packs for consoles? Im an avid collector of them and I would pay anything. Been trying for I think the past year to advocate for some more. While we got a pack recently in Blood & Bonfires and I am thankful as all hell that one finally came... it was only 4 weapons. Now I know that you have to get RGB skins from Crate Series #11 and #14 so exclude those of course. But for the other weapons it would be so damn awesome to have new ones. Or better yet maybe even release all the previous packs (I-VIII) together in a huge bundle or two.

HRG Locust still too powerful - Suggestions

this thing is a lifesaver if your team is really really bad.
But shouldn't the outcome of an inadequately-performing team (in a team-based game) be that the team loses instead of being able to fall back on a solution that guarantees them a win no matter how poorly they perform, regardless of the difficulty?

Back in my day we called those "cheat codes."

*chef's kiss*

We had a pretty lengthy discussion about it not too long ago : should we play the fun police for the sake of winning, or let people enjoy the game how they want?
So this is going back to that "player's choice" vs "meta" thing again. Ugh.

From the perspective of someone who plays games for the challenge: if you're going to make multiple difficulties, then that should carry an expectation that you're supposed to master the game's primary skillsets by the time you hit the hardest difficulty.

In KF1, that was headshots. Headshots = things die faster, ideally before they hit you. Firebug's usefulness falls off towards HoE (it can still be useful but you have to consider the rest of your team) and Demo can still be very useful with proper communication and taking care not to rage large Zeds or obscuring your team's sightlines. With occasional exceptions like the Flare Revolvers (which most players agreed was major power creep) that remained true throughout the game's lifetime.

In KF2, that was headshots. Headshots = things die faster, ideally before they hit you, and that technically still applies to this day. There was an expectation that players learn to not pick Firebug or Demo when teams are kitted for precision takedowns, and since that was the best way to play the game, well...
But somewhere along the line, the devs decided--and realize I only have conjecture in some cases to work with, because they are notoriously bad about communicating their vision of the game and corresponding player expectations--that apparently that wasn't very good in some form or fashion?
The skillgap/crutch perks like Firebug and Demo come with an additional problem that by doing their job they can actively screw over the team in many ways, so players are encouraged to learn how to play the precision perks to get the most out of the game. If they would rather not do that, well, they can always go back to lower difficulties (that's what they're for, after all) OR learn to work as a team so that those players can cover each other with perk skillsets (Firebug gets trash, Demos get large Zeds). Y'know, team-based game design?
Survivalist, a perk that was added at the last second on the game's official release, was mediocre at everything. This would point to a perk that was designed for lower difficulty levels and thus one of the many ephemeral "player choice" elements: you can pretend you're a jack-of-all-trades at lower difficulty levels, but if you want to actually be a team player and contribute at higher difficulties, you have to stop playing the perk that doesn't do anything well at all and master one of the harder perks.

My primary point of reference is the baseline mechanic where Zeds have independent health bars for body and head. The head health--AT FIRST--for Zeds is smaller compared to the body health. This encourages learning headshots, which means players are enticed to engage with the game's shooting mechanics to become efficient with headshot kills in order to master the game and beat the highest difficulties more effectively.
See, that's the interplay between requiring the devs' originally intended skillsets at work vs. player choice.
Lower difficulties = your choice, but if you want to consider yourself a master of the game's mechanics, then some of that choice must be forfeited.

So, going back to KF2:
The headshot skillset originally intended by the game's design has not only been dissuaded, it's been actively walked back in many ways.
The skillgap perks have not only gotten stronger at basekit to avoid the TTK and raged Zeds issue, they've gotten so strong they can singlehandedly carry the game on their own in many ways.
Survivalist has received nothing but buffs and "QoL updates" that are just buffs by a nicer name over the past few years.
The game has seen the introduction of numerous enemies that actively violate the "headshots = META" design:
  • EDARs were explicitly advertized as being unkillable through headshots (remember when they didn't have any actual weakpoints and the only solution to them was to pump 20 rounds into their feet? I remember.).
  • Quarter Pounds, a FP subspecies which was originally just introduced for a weekly, were forced into the main game (making them an unavoidable element) and do not have the usual head/body health ratio that other tanky Zeds have, meaning they are supposed to be killed through body spam. Don't believe me? Their official stat sheet states that they are supposed to be handed by the chaos perks.
  • Elite Alpha clots were reworked and brought back as Rioters, which had body armor and a helmet. This is funny in that Rioters--which carry over Alpha Clot weaknesses as a fancy trash Zed--become a nuisance for the trash-killer precision perks (Commando and SWAT), as Sharpshooters can blow through their helmet with the starter weapon, and Gunslingers can do the same with a Winchester. Firebugs don't have to care because lol Ground Fire.
And the worst part of it is that the game's weapons post-2018 are reflective of that shift in priorities. Even the precision perks have received an excessive amount of spam weaponry (don't @ me saying stuff like the Glock for Gunslinger and the HRG Beluga Beat for Sharpshooter isn't spam-friendly).
The Locust is arguably the worst of it that made it through a beta unscathed because it's a weapon that, while it technically doesn't do everything, is damn near close.

So my point is: the focus on "player choice" has ruined the nuance and challenge of this game both at a micro- and macro-level mechanical perspective. There should not be an expectation that players who want a challenge as originally intended have to seek out customized difficulty servers that restrict weapon and perk usage. That's ridiculous.
The game's hardest of four (five if you count AAH, which I don't; it's only available once every 20 weeks or so) difficulties should not be beatable by using the same "spam AoE and Medic holds down Mouse1 with the Healthrower" strategies that even a hamster could learn on Normal or Hard.

EDIT: To head off stuff saying things like "it's not supposed to be that hard":
Just because the game doesn't require six players on voice comms landing perfect 100% headshot-accuracy takedowns doesn't mean the game is better for completely disregarding its original setup.
If Doom Eternal kept getting patches over the years that meant you no longer had to worry about anything but spamming the Rocket Launcher and the Super Shotgun, players would cry foul because it would go against the game's original intended design.
Upvote 0

Game crash loading into Server Map

Game worked fine before.

I updated windows 10 and now all my EAC games are broken. I have tried different solutions on the net like verify files/ repair windows files, reinstalling EAC even reinstalling the whole game. Loads into menu and single player boot camp. But when join servers it loads into the map, I hear some game audio and then nothing... hangs and crashes but no Error code. I tried attaching the log file but warns not allowed format. I am stumped.

[0000.84] Init: FractureDirectSpawnChanceScale=1.000
[0000.84] Init: FractureRadialSpawnChanceScale=1.000
[0000.84] Init: FractureCullDistanceScale=1.000
[0000.84] Init: DecalCullDistanceScale=1.000
[0000.84] Init: TessellationAdaptivePixelsPerTriangle=48.000
[0000.84] Init: SceneBrightness=1.000
[0000.84] Init: WholeSceneDynamicShadowRadius=1500.000
[0000.84] Init: CascadeDistributionExponent=3.000
[0000.84] Init: SimpleRelevancyCheckDistance=5000.000
[0000.84] Init: ROPawnAlwaysRelevantDistanceOverride=0.000
[0000.84] Init: LowNetBandwidthFactorOverride=0.000
[0000.84] Init: DOFBlurValResolutionFactor=0.250
[0000.84] Init: ForceUpdateAnimationRadius=500.000
[0000.84] Init: ShadowGroupRadiusRampUpFactor=1.000
[0000.84] Init: MinShadowGroupRadius=500.000
[0000.84] Init: MaxShadowGroupRadius=2000.000
[0000.84] Init: ShadowGroupRampCutoff=1500.000
[0000.84] Init: DynamicPreshadowCutoff=1000.000
[0000.84] Log: TEXTUREGROUP_World: (MinLODSize=64,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=6,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=64,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=6,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=64,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=6,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Character: (MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Weapon: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Vehicle: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Cinematic: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Effects: (MinLODSize=64,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=64,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Skybox: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_UI: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Lightmap: (MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Terrain_Heightmap: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Terrain_Weightmap: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Terrain: (MinLODSize=1024,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_TerrainSpecular: (MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_TerrainNormalMap: (MinLODSize=1024,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_Foliage: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=5,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_FoliageSpecular: (MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=5,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_FoliageNormalMap: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=5,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_3PWeapon: (MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_3PWeaponSpecular: (MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Log: TEXTUREGROUP_3PWeaponNormalMap: (MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
[0000.84] Init: Friendly System Settings:
[0000.84] Init: TextureDetail=Custom
[0000.84] Init: WorldDetail=Custom
[0000.84] Init: ShadowDetail=Custom
[0000.84] Init: bUseVSync=0
[0000.84] Init: bUseMSAA=0
[0000.84] Init: ScreenPercentage=100
[0000.84] Init: UpscaleScreenPercentage=1
[0000.84] Init: ResX=2560
[0000.84] Init: ResY=1440
[0000.84] Init: Fullscreen=1
[0001.31] Log: Shader platform (RHI): PC-D3D-SM5
[0001.37] Log: PhysX GPU Support: ENABLED
[0001.94] Log: Loading anticheat from E:\SteamLibrary\steamapps\common\Rising Storm 2\Binaries\Win64\EasyAntiCheat/easyanticheat_x64.dll
[0001.95] Log: Loaded anticheat DLL
[0001.95] Log: Loaded anticheat init
[0001.95] Log: Anticheat localization not available. You're getting English.
[0025.93] Log: 216125 objects as part of root set at end of initial load.
[0025.93] Log: 0 out of 0 bytes used by permanent object pool.
[0025.93] Log: [ContentLoading] Loading seek-free shader cache in game content package : ROGameContent
[0025.93] Log: Initializing Engine...
[0025.95] Log: Called USteamWorkshopDownload::CleanUp
[0025.96] Log: Looking for DLC...
[0026.23] Log: Wwise(R) SDK Version 2015.1.8 Build 5618. Copyright (c) 2006-2012 Audiokinetic Inc. / All Rights Reserved.
[0028.24] Log: Failed to initialize AMD AGS library, status: 3
[0028.24] Log: NVIDIA driver version: 51694, branch: r516_87
[0028.24] Log: Detected 1 SLI GPUs for rendering
[0028.26] Log: Initializing Steamworks
[0028.26] Log: Setting GSteamUtils to client in InitSteamworks
[0028.26] Log: Logged in as 'Rustine Shackleford'
[0028.55] Log: LoadMap: ROEntry?Name=Player?Team=255
[0029.76] Log: Game class is 'ROGameInfo'
[0029.76] Log: Paths were last successfully built on: 03/01/18 14:08:05
[0029.89] Log: Primary PhysX scene will be in software.
[0029.89] Log: Creating Primary PhysX Scene.
[0029.91] Log: UOnlineSubsystemSteamworks::VivoxSetSpeakerVolume(2.000000)
[0029.91] Log: Bringing World ROEntry.TheWorld up for play (0) at 2022.11.27-08.26.30
[0029.91] ScriptLog: Inopt = Options = ?Name=Player?Team=255
[0029.95] ScriptLog: CAMPAIGN: ROGameInfo.InitGame - bCampaignGame=False ParsedCampaignOption=
[0029.96] ScriptLog: [Content Loading] ROGameInfo::preBeginPlay() - Begin preloading shared content for ROMapInfo_0. Net mode = NM_Standalone
[0029.96] ScriptLog: [ContentLoading] Preloading shared content for Northern team
[0029.96] ScriptLog: [ContentLoading] Preloading shared content for Southern team
[0029.96] Log: Bringing up level for play took: 0.166634
[0029.96] Log: UOnlineSubsystemSteamworks::VivoxSetSpeakerVolume(2.000000)
[0029.96] ScriptLog: Registering online delegates for ROPlayerController_0 (Player:LocalPlayer_0)
[0029.99] ScriptWarning: Querying Player failed on PlayerController.
ROPlayerController ROEntry.TheWorld:persistentLevel.ROPlayerController_0
Function ROGame.ROPlayerController:ReadStats:00F1
[0029.99] Log: ########### Finished loading level: 1.436007 seconds
[0035.69] Log: Initializing Engine Completed
[0040.46] Log: >>>>>>>>>>>>>> Initial startup: 40.46s <<<<<<<<<<<<<<<
[0041.15] Error: EncryptedAppTicketResponse: bIOFailure = FALSE
[0046.62] Error: AddServerToSearchResults dismiss: Server->m_nServerVersion != GROGameVersion
[0047.02] Error: AddServerToSearchResults dismiss: Server->m_nServerVersion != GROGameVersion
[0048.54] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.71] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.71] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.82] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.82] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.93] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.93] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0048.93] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0049.01] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0049.03] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0049.03] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0049.36] SteamInfo: ROServerBrowser-Server failed to respond ip-
[0059.70] ScriptLog: (ROUIScene_ServerBrowser_0) ROUISceneOnlineGameSearch::None:OnJoinGameComplete bSuccessful:'True'
[0059.70] ScriptLog: RS2UserMetricConnectServer.Connected bSuccessful=True
[0059.70] ScriptLog: (ROUIScene_ServerBrowser_0) ROUISceneOnlineGameSearch::None:OnJoinGameComplete - Join Game Successful, Traveling:
[0059.72] Warning: InsertScene: Duplicate scene tag (ROUIScene_ConnectingAndDownloading) detected: NewScene 'ROUISceneConnecting ROGameMenus.MainMenu.ROUIScene_ConnectingAndDownloading' ExistingScene 'ROUISceneConnecting Transient.ROUIScene_ConnectingAndDownloading_0'
[0060.99] Log: LoadMap:
[0061.28] ScriptLog: Clearing online delegates for ROPlayerController_0 (Player:LocalPlayer_0)
[0061.28] ScriptLog: ClearAllOnlineDelegates
[0072.88] Log: Primary PhysX scene will be in software.
[0072.88] Log: Creating Primary PhysX Scene.
[0073.13] Log: UOnlineSubsystemSteamworks::VivoxSetSpeakerVolume(2.000000)
[0073.13] Log: Bringing World VNTE-Resort.TheWorld up for play (1905) at 2022.11.27-08.27.13
[0073.31] Log: Bringing up level for play took: 0.759575
[0073.31] Log: UOnlineSubsystemSteamworks::VivoxSetSpeakerVolume(2.000000)
[0073.33] Log: Flushing async loaders.
[0073.34] Log: ########### Finished loading level: 12.344738 seconds
[0073.61] Log: UOnlineSubsystemSteamworks::VivoxSetSpeakerVolume(2.000000)
[0073.62] ScriptLog: Clearing online delegates for ROPlayerController_1 (Player:None)
[0073.64] ScriptLog: Registering online delegates for ROPlayerController_2 (Player:LocalPlayer_0)
[0073.70] Log: Image at URL 'empty' is an unsupported format
[0073.90] ScriptLog: Not adding PRI for player Rustine Shackleford
[0073.91] ScriptLog: [Content Loading] ROPlayerController::ReceivedGameClass() - Begin preloading shared content for ROMapInfo_0. Net mode = NM_Client
[0073.91] ScriptLog: [ContentLoading] Preloading shared content for Northern team
[0073.91] ScriptLog: [ContentLoading] Preloading shared content for Southern team
[0074.24] ScriptLog: Failed to play voice/dialog - invalid team
[0074.62] ScriptLog: Not adding PRI for player <<TeamChatProxy>>
[0074.90] ScriptLog: Not adding PRI for player <<TeamChatProxy>>
[0074.94] Log: Integrity violation.

Update concepts

-I dig the map idea ! I feel like we're lacking an "Offices-like" option in KF2. That's to say a map that's a bit more cramped, in a building, with very few options to escape so you'd be forced to stay close to each other... I'm also very fond of "Dystopia 2029", so having another map located into a Cyberpunk-flavored location is right up my alley.

-The Extermination HMG Mark 5 : by the sound of it, it seems like a Survivalist weapon... And possibly another broken one at that ! I don't know if we need another minigun, although the ZED MkIII truly impressed me. It also somewhat feels like a Killerwatt with extra steps to me.

-The Calvary's Redeemer : it feels gimmicky to be fair. I'm a bit tired of the trope of adding "elemental effects" to weapons to give them a bit more flair. More often than not, it feels tacked-on and not really interesting. The Frost Fang for example rarely actually freezes zeds and often just blast them away (except against bigger zeds, which the weapon doesn't really excel at killing). I do like the idea of having a cavalry saber, but possibly for a future game, as I don't really see what it could bring to the zerk class (except maybe a faster attack speed? And even that would be meh)

-The Ripples of the Wind : eh... it's yet another gimmicky weapon imo. A double-edged sword is an interesting idea on its own, but possibly in another game where melee-combat is more developed? I'm thinking of For Honor as an example. In KF2, besides fancy animations, I don't know what it could truly bring. Maybe the soundwave could instead push back zeds rather than slowing them down? Like, the shockwave would stumble them ! And it would fit the zerk's gameplay pretty well I think.

-HAAR-17: again, the plasma attack seems tacked-on without any real reason... And it also feels like a baby version of your Extermination HMG Mk.V as a result.

-Violet Nova Curtary : I dig the art, really ! But the design seems too... bright, too colorful for KF2. Take the Horzine Mk.7 armor as a reference point : while it has some colorful outlines, it's still a solid black futuristic armor that seems somewhat "believable" in a near-future setting like in KF2. Your character not only seems to stem from a space opera, but it really screams "shoot me!" due to the bright neon colors. I do have to add that I'd keep two great stuff about your idea : we definitely need more female characters in KF2... And a cyborg character would be pretty neat ! Sure, we have D.A.R. but... It's not exactly the same flavor.

-Corrupted Slasher definitely sounds like a pain in the ass ! And that's a great thing considering most people find the current state of the game to be too easy. The fact it regenerates its HP is no big deal, considering it's a mere slasher (in most cases, I believe you wouldn't even notice it, especially with latter weaponry and/or higher-leveled perks). But the main problem is... You can only kill it via headshots. Most of the time, a single headshot is needed to kill a slasher. So would the self-healing matter that much? Plus, for perks that aren't truly capable of dealing headshots (like with most zerk, firebug or demo weapons), what would you do? Switch to your 9mm each time the zed appears? I guess it adds some challenge yeah, but it would also break the flow of the match. Kind of a shame IMO.

-Corrupted Stalker : Most of my criticism related to the Slasher can also apply here. I believe only the ability to teleport, moving faster and being fully invisible should be kept. That would already make for a tougher and more annoying enemy to deal with !

-Corrupted Brute : I must admit I thought you would have taken inspiration from the old "Brute" mod from KF1 ! The fact it self-heals is yet another idea I don't know what to make out of... Nobody likes bullet sponges, it's just a cheap way to add challenge and make a fight drags on for far too long. It also feels too similar to the King Fleshpound to truly make it an intriguing boss that you have to relearn. And considering it can self-heal AND is always in a rage state... Is it a good idea to make it spawn zeds? Especially ones that can also self-heal and are only vulnerable to headshots? I don't really think so... It would make for a very frustrating fight.

So what I'd keep from all that are :

-Zemeli Industries
-Corrupted Stalker
-The will to bring forward better, more interesting and more complete updates !
Upvote 0

Glock-18 (SWAT) - Shield should be moved to Block/Parry, rather than ADS

Consider that the damage reduction being tied to ADS is part of the weapon's balancing factor.

It provides extra defense at the cost of SWAT's offensive power and mobility, which I presume was done because the G18 was given a pistol damage type, making it arguably more Zed-agnostic than the standard SMG.

The Bastion is just lowkey kinda broken so I don't have anything to say on that.
Upvote 0

Why don't they produce new classes?

The devs have mentioned on both this and the Steam Discussions, many times, that they are not planning on doing any more perks.

And things like a toxic class would fall victim to the Firebug conundrum: why DoT when you could just headshot things?

Elemental perks, besides being pretty "urgh" on a conceptual level, are effectively covered by the Survivalist at this point (giving exception to Fire since that's Firebug's job) since the point of elemental stuff in this game is to contribute to incaps (EMP, ice).
Upvote 0