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I'm 100% comfortable with any new or existing implementation, so long as the devs include a toggle on/off for server options.

This particular feature sounds especially distracting, in any way, shape or form, and is definitely something that I'd want to have some control over. This particular feature is more suited, imo, to something fast and frenetic, akin to L4D.

I worship KF for the sole reason that it's everything L4D is not, and I'd hate to see something terrible happen to KF's already intense gameplay.
 
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Well, Sgt. Lag, you can toss away the radius slomo.

Think of it again. If that would happen in multiplayer, things would start to run out of sync with each other.

Exaggerated example:
Player 1 + player 2 in Zedtime = 10 in game seconds take 20 "real" seconds
Player 3 + 4 + 5 not in Zedtime radius = 10 in game seconds take 10 "real seconds"
Now player 1 + player 2 lag behind 10 seconds in all what happens on the server. Imagine what happens if one player is particulary good at headshotting.
Now the fix for this would be speeding the game up a bit for the players who went in slowmotion right after the slow motion. But that would create awkward problems. What if a stalker is sneaking up on you from behind, and the game suddenly speeds up. You have much less time to react now.

The other solution would be rather annoying. You knife a zombie up close in the head on one side of the map (the roof on Office for example) and someone down on the main floor also suddenly goes in slowmotion, for no appearent reason to him, as he is just scavenging for weapons. Whilst you experience really cool zombie killing in slowmotion, the other person is scavenging weapons and ammo in slowmotion. More boring than watching paint dry..

I hope this is worked out pretty damn good, and otherwise I pray for an on/off switch for server admins.
 
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Yeah, I honestly have no idea how this will be implemented.
Unless TWI developed some kind of time-space bending technology I hope their solution is good enough to solve the problems presented here.

I know KF is kind of an action game too, but if you compare it to L4D they are very different.
I wont say one is better than the other, because I think that both will be great games, but luckily I can say that it seems that both will offer a completely different kind of gameplay which is what I'm looking for.
 
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Tbh, I don't even remember that clearly anymore, but I think it was based on a radius. It was tweaked so well that this barely even sprang to mind though. Ie, it didn't get on your nerves that you were slo-moed when someone did it somewhere on the other end of the map and it didn't really happen in a noticable way that someone from outside the slo-mo radius shot at people who were moving at snail-speed.
Either way, if it was possible to tweak it to work in a non-annoying way in The Specialists it will probably work out alright for anybody but the most hard-core players (for who everything, no matter how miniscule matters) in Killing Foor.

It would be cool to hear some more about this feature though.
 
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Radius would work by slowing all movement and animations speeds in the area rather than actually slowing everything..


I think ZEDTime sounds cool, but I like the idea of triggering it with a button press like max payne instead of happening automatically AFTER i kill things.
What use is it after things are dead?
 
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In a totally unrelated comment, I really liked the last entry in your story Sniperdragon. The hospital scene was very graphic.

Hehe, thanks. If you got any ideas for the story, just PM me.
And maybe we should play some KF (the mod) together sometime.

Now on topic:
If it works radius style by slowing animations etc. (much like the UT3 Slowmotion field generator). This can actually create pretty awesome tactics. One person stands near an FP, and headshots all the weak specimen around him one by one. The FP is in slowmotion, so he walks REALLY slow. Meanwhile, all the other players stay outside of the slowmotion radius, and blast the FP to smithereens @ normal speed. Because the FP is in slowmotion, his charge goes really, really slow for the people outside of the radius. The only problem is: who is foolish enough to stand near an FP and focus on anything else but him xD.
 
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ZEDtime make the gameplay slower.
i want fast action/gameplay. maybe thats the big success of left4dead.
there are a lot of zombiegames. but l4d enjoys all the advantages.

almost nobody here prefers fast gameplay, thats why so many people was disappointed with l4d, also, if they made a l4d clone, why would they buy this game instead of l4d?. We prefer a more tactical and anguishing approach

and l4d's big success is not the fast gameplay, there is not even such thing as big success other than the one made by the original hype and advertising it had

what I find funny is that you think its gonna make the gameplay slow, and others think its gonna make the gameplay fast.

I think it will just add stylish deaths, as it seems that ZED time is gonna be activated on counted ocasions for a few seconds only, is not that the game is gonna run entirely in ZED time, I don't think a brief moment of slow motion would bother anyone, when you are surrounded by zombies, you will find it most useful, and if you are not, I think you won't even notice anyway
 
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almost nobody here prefers fast gameplay, thats why so many people was disappointed with l4d, also, if they made a l4d clone, why would they buy this game instead of l4d?. We prefer a more tactical and anguishing approach

and l4d's big success is not the fast gameplay, there is not even such thing as big success other than the one made by the original hype and advertising it had

what I find funny is that you think its gonna make the gameplay slow, and others think its gonna make the gameplay fast.

I think it will just add stylish deaths, as it seems that ZED time is gonna be activated on counted ocasions for a few seconds only, is not that the game is gonna run entirely in ZED time, I don't think a brief moment of slow motion would bother anyone, when you are surrounded by zombies, you will find it most useful, and if you are not, I think you won't even notice anyway

The problem is, what if said counted occasion happens several times in a row? Then you do get a lot of slowmotion. unless of course they introduce a cooldown.

The only way I can imagine Zedtime working "properly" is if it just slows down animations and actions in a locked radius, and that after the effect has been activated it has a cooldown period in which you can't enter slowmotion again. We will see... untill then we can only speculate :p
 
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