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EAC Problems (Linux)

I've tried a bunch of the Proton versions.

Proton 7.0-6 (released Feb 2023, so doesn't make sense to try pre-7 versions) : Worked pre-EAC and pre-Misery Empire, but doesn't work now.

I used various versions of Proton 8.0-X post-Misery Empire update, as they were available. The last working combination of Proton releases and Deceive Inc would have to be Proton 8.0-2 (which at the time would have been "Experimental") and the Misery Empire update. Neon Nights and Proton 8.0-3 came out on July 20th and 21st, respectively, and that didn't work then. In Steam, can currently only select Proton 8.0-5 from 8.0 releases, which does not work.

Then there's Proton 9.0 Beta and Proton Experimental, both of which do not work.

My Steam Deck says, under Deceive Inc's game info: "Runs on this computer via Steam Play. Proton 8.0-5 selected by Valve testing". But as mentioned above, 8.0-5 isn't working on my desktop. It does work on my Steam Deck.

I also noted, in running Deceive Inc on my Steam Deck just now, that it did run an EAC install phase when launching the game for the first time. I don't recall seeing this on my desktop after any Proton version change, or reinstall of the game, or delete-EAC-folder + verify integrity. It just did usual Microsoft Redistributable & DirectX stuff. So it seems the EAC post-install-pre-launch scripts might not be running, or might be prematurely exiting with a quiet failure, which I already knew from trying to run them manually via protontricks.

I know EAC's scripts can run, since another game I play called LEAP uses EAC and I've used the installer there, and played that game no-problem. (Also, side note, they make use of Steam's Launch Options menu to add options for installing/uninstalling EAC, which I think can be helpful, instead of the "delete the EAC folder and verify" technique.)
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PC Perf Investigation - Need Player Information

necroing it seems but i still have this issue.

windows 11:
3080ti
32gb ram
i7-7820x
playing in 4k on lg cx with g sync
dlss ulta performance (now its on)

so i have 87 hours in steam on this game before i decided to look into the issue :p So my friends and i were playing a private lobby with bots where my friend put down his turret and shot yu-mi slow downs at me at point blank range. Thats when I REALLY noticed the frame rate drop and decided to turn on my counter. So on average, while running around a map, i get anywhere between 60-70 fps but in the middle of a normal fight i go down to upper 40s to mid 50s but when a turret and yu-mi graphics are happening i go down to about 40 and cant hit anything properly. I turned on dlss to help smooth out the framerates but when it sinks to the 40s it doesnt help to much.

Other notes, i turned down all graphics to low but still 4k and nothing seems to change. also setting it to 1080 seems to make it worse
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Create unique weapon skins with custom models, animations and sound

I think you should create unique weapon skins just like in Valorant. That would bring a lot of money to the game, which I think suffers from "bad" monetization for the devs (not for the players).

It would also give me a reason to spend the premium currency, and purchase more to support you guys.

Player Count Experiment Brief and Poll

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Player Count Experiment
Agents, like we discussed last week with the patch notes, we ran an experiment on player count since last weekend to gauge your interest on the matter. We would like to invite you to give your opinions on how much you liked the tweaked player counts in the poll (located here) so we can have an accurate representation of community opinion on the subject.

In the meantime, lobby sizes are back to normal effective immediately while we parse through feedback and poll results to determine our next move.

Thank you for participating!

Game Crashes When Leaving Server

A shot in the dark, but exit your game, open the file Documents/My Games/KillingFloor2/KFGame/Config/KFEngine.ini and edit the value MaxObjectsNotConsideredByGC=179220 to MaxObjectsNotConsideredByGC=33476 (and change only this one).
Save the file.
Start the game.

It helped me in the past (don't need it anymore with different hardware). https://forums.tripwireinteractive....nected-from-previous-one.2331860/post-2332939
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Add skill-based matchmaking and start advertising!

This, but not enough players. SBMM could push people to be even more sweaty.

I’m all for preventing high level players from queuing with new players, or even giving new players hidden advantages like decreasing the received damage until they get a few wins (5-10 for instance) or a high enough win rate (> 35%) to prevent smurfing
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Add Respawns to Solos

Heh, solo already has way more “teams” than most game modes, making it way more likely to have other people to interrupt a fight, which isn’t good. I feel like adding respawns would just make the game more unfair, but it could also encourage a more active playstyle. I feel like the meta for solo is just to stay low and wait for the first minutes to pass
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Boss idea for KF2/KF3: Surgeon General.

Matriarch is definitely the hardest, but while Hans haven't scared me in years... I still struggle against the Patriarch unless my team is very coordinated. Admittedly, I learned how to deal with him fairly well, even in solo, but he can still chew through players quite fast. But there's no denying that the King Fleshpound is laughable. Sure, his laser beam can deal plenty of damage... but the fact you can simply crouch and dodge it makes the boss a real breeze to defeat.

As for OP's idea though... Yeaaah, no. I must say that I also believe that turning regular zeds into bosses has already grown old. Unless you give them plenty of new abilities, they'll always fall short compared to bosses thought from the beginning as bosses. And even with new abilities, well, that's my point... why not come up with a new boss from the get-go?

Instant kill also doesn't sound fun at all. I'm all for challenging bosses, but that's a bit much, especially if you're a solo player. And since the rest of his kit is pretty much the base Scrake, but stronger... It's really not a very captivating idea at all. Bullet sponges are rarely favored by players.
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Custom reticle doesn't appear in match

2D art is probably the best fit for this category

Reproducibility: Always
Summary: while in a match, the custom reticle will be replaced with the default reticle
Description:
1. Open settings, go to the Graphics tab
2. Set the reticle to any custom size and color
3. Queue for a match
4. In the pre-game lobby the custom reticle will appear just fine, but in the actual match it will appear as the default reticle

DeceiveInc   4_12_2024 6_08_33 PM.png

DeceiveInc   4_12_2024 6_10_27 PM.png

Post Jatimania Community Brief

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Community Brief Jatimania
Agents, we hope you are living your best life as you chase the elusive heights of dreampreneurship. We are currently monitoring your feedback and emerging issues of the Jatimania update in the hope of releasing a hotfix in the next week. Here are some of the big topics we are looking at.

Aim-Assist Settings
We have discovered an issue with how the “aim-assist strength” setting works. To make a long story short: The setting currently not only reduces the aim-assist strength but also the input strength as a whole, making it feel more strong in a lot of cases. This is on the top of our list to get a fix on.

Sound Occlusion Tweaks
We had some sound occlusion fine tuning that did not make it in time for Jatimania, especially around the occlusion settings of gadgets, that we would like to roll out in a future hotfix. We will continue monitoring the behavior of sound occlusion and make adjustments as needed past this.

We are also tracking a variety of issues that do not neatly fit with the two above subjects. We are looking to prioritize fixes on the most pressing ones as they come, so stay tuned for details on bugs we will be tackling in the short term.

Gameplay ideas

Sure, i think it would be interesting. Maybe some static spots that allow you to select a buildable from a couple of options. We somewhat already had that with welding and trapping doors.
Though expanding on that would be hard to implement and balance since the Killing Floor revolves around trying to keep enemies away from you.
Other than buildables, how would you feel if kf3 had advance mobility, like climbing, strafing, sliding and dodging? I remember meli_mp4 in the mentioned in a his video. I think it would be neat to dodge zeds in a short dash in different directions. Climbing would be cool, I imagine it as slow climb, zeds could still hit you for a short moment unless you have a perk that allows you to climb faster. I'm not against the idea since I dislike not having vertical movement in kf2 when it requires a double barrel shotgun blast.
Yeah a dodge sounds interesting but parrying already occupies that space. Still, i'm not opposed to more methods of skill expression, maybe it could be part of a perk.
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