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Game modes? Objectives?

Neurus_Ex

Member
May 2, 2009
11
0
Hi all!
Since the launch of the pre-orders I've been investigating a bit about the game, as long as I discovered the mod years ago -and played a bit, but a little little one ^^u- and got a nice memory of it.

I know about the perk system, the ton of weapons, etc, but not about the game modes wich will be in the game. There's some kind of story? A "go-from-a-to-b" gameplay style in the L4D fashion? Last stand scenarios?

I barely remember some "go from a to b" great maps (one in London near a church, and another with sewers, maybe?), and some kind of last stand in the mod (a office building? can't say if I was defending or just trying to know what to do xD), but that was over three years ago, so I can't trust the few things I can remember :S

So, how many game modes there will be in the game?

And that's all. Sorry for my surely crappy english, and sorry if that question it's answered somewhere else, I haven't been able to find it :S
 
If the game is anything like the mod, it's a wave based survival co-op game. You have some time in between rounds to scavenge for guns/buy ammo or guns from the trader on the map/barricade yourself. When the break is over, the round starts. Your goal is to survive the wave, then use the break to do whatever you need in preparation for the next wave, then hold off against it, and so on and so on and so forth. You hold off each wave until all the waves are defeated. As you progress you face more and harder zombies (Specimens). At the end there is a boss, although the boss part I doubt anyone knows much about. :/
 
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Well, L4D sort of makes the same claim. Gameplay is very trimmed down but all the nuance comes in the moment to moment differences in SI attacks and swarms.

Simple can mean a lot of depth, but a lack of variety and options does get boring quicker.

The "simple" in KF is : Kill or be killed.

The depth variety is :

- Do we fight here or do we fall back?
- Which enemy do we target first?
- Which doors should we seal and which should we leave open?
- Which weapons should we be equipping ?
- Which weapons should we be BUYING ?
- What perks should we be using ?
- Should we split up into smaller groups to break them up or stay
together as a full team?
- Should we move closer to the trader or hang out at this good defense point?

and on it goes. really, there's quite a few choices.
 
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Oh I agree, that's why I'm here. There's seemingly so many more choices to make than "where should be camp?". Corner camping being a bad idea is also a good thing, because it will keep you mobile as opposed to L4D where you tend to stop dead and hunker down. My comment is directed more at L4D than KF. I am hoping for some more game modes though, or different ways of dealing with horde other than "kill the wave."
 
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If you go to the KF Mod Forums, they had a mod of the map Biotics Lab where an alarm would go off and you would need to go out and do something within a time limit or face a penalty. I got mauled in single-player before I could figure out what the @#%$ to do.

I guess it's really up to mappers wether to make a story map or just survivaval.

I must admit that story maps get boring with time for me rather than survival.

There's already a few story maps for kf too.. i hope they'll be converted (Hive, com biotics, oldetower, more mayb).
 
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I'm not talking about depth, but talking about different game modes. Actually I got the impression that KF will be deeper than L4D (wich it turns to be a "run-while-shooting") in gameplay terms (perks, more, different weapons, all the buying stuff), but looks like that will fall in the same point that L4D felt on his day: An "always-the-same" pattern in the level desing/game options.

Of course, a enough-deep "last stand" mode could be awesome (I don't like the Survival mode in L4D due it's lack of choices, just shoot, go, shoot!), but I would like to see something more than just a "camp here and shoot the bad guys" mode.
Additionally, I don't know how many people will be playing or even modding, so I can't count (And I don't want to count) with some kind of "future community development", that could happen, or could not happen (You can see L4D, without SDK over half year since release D: ), and, in the end, I'm giving my money to the developers as a way of saying them "Nice work, mates!", not as a way of saying "Nice work giving the community a excellent point to begin to make cool things".

In short: I'm a bit dissapointed for the lack of gamemodes, and hoping that the mod will be TONS deeper than the mod.
 
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I must admit that story maps get boring with time for me rather than survival.

Agreed. I tend to dislike story oriented maps because I enjoy the hide-and-seek factor of survival gameplay. There's an endless intensity to being cramped in a small room, your teammates frantically welding a door while specimen try to pound it down from the opposite side.
 
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I guess it's really up to mappers wether to make a story map or just survivaval.

I must admit that story maps get boring with time for me rather than survival.

There's already a few story maps for kf too.. i hope they'll be converted (Hive, com biotics, oldetower, more mayb).

I believe that Hive is going to be released as soon as Kicker does some tinkering with the SDK, and I think that Oldetower is also going to be re-released. From what I hear there isn't any reason not to convert your map to KF the game, so it should only be a matter of time.
 
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If each time a wave start it randomly selects and an objective that'd be cool..

Like specimens are pathed to attack something you need to defend. Or you need to go turn on a generator on the other side of the map. The trader is exposed and in trouble, and you have to protect her or she won't be available for the next round. Lots of things specific to the maps setting plus generic ones randomly chosen. But of course, often waves just being plain survival.

Random objectives would add a ton of depth. :D

Of course, would need an objectives map like RO too..
 
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If each time a wave start it randomly selects and an objective that'd be cool..

Like specimens are pathed to attack something you need to defend. Or you need to go turn on a generator on the other side of the map. The trader is exposed and in trouble, and you have to protect her or she won't be available for the next round. Lots of things specific to the maps setting plus generic ones randomly chosen. But of course, often waves just being plain survival.

Random objectives would add a ton of depth. :D

Of course, would need an objectives map like RO too..

That sounds like a great idea, but only if there is a way to know where you have to go. An escort mission might be nice too.
 
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