Fixed Clots not grabbing players that do not have the Berserker Perk selected.
It says Commando on the main page and on steam, might want to fix that.
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Fixed Clots not grabbing players that do not have the Berserker Perk selected.
That's a shame. I was having fun on my 32 player server. Guess it's back to KF-Perkbuilder for me until I get level 5s.
You sir are just lame! It's not really hard to level up, just play
the game it's meant to be played.
I'm level 5 Field Medic without really going for it, just healed my
team mates when they needed it for example.
I have to admit that the Commando isn't that easy to level as you
have to kill the rarest Z.E.D. in the whole game alot.
Most of the time the Stalkers go down in the massive shotgun fire
of my team mates.
Anyways, you can get all perks leveled with normal gameplay,
it just takes some time.
Who said that you need Level5 on all perks 4 weeks after the
game was released??
Added a Friends tab to the Multiplayer menu which allows players to quickly see which servers their Steam Friends are playing on.
That's a shame. I was having fun on my 32 player server. Guess it's back to KF-Perkbuilder for me until I get level 5s.
*Very* nice - now can we get this in RO as well, please, pretty please?
I think the move to disable perk leveling for servers with more than 6 players is totally wrong and will have a strong impact on those servers and the custom maps community.
Let me explain,
Many big servers such as the Syrential ones and other good ones such as AzureFPS were pretty much filled all day long, people really enjoyed playing there. But after this move, i think there will be a significant impact on those servers's population and other affected servers's population.
The custom maps community will also take a big hit, as many maps were designed for MORE than 6 players.
I, and many others, like playing in big servers, and it's not just in KF.
I can't see why to do such a thing, everything is pretty much scaled up to the amount of players, Specimen HP, Specimen count, etc.
Well the only thing that doesn't scale up is the Max Runtime Zombies but we took care of that in our servers, the Max Runtime Zombies is set to current amount of players connected multiplied by 4 with a minimum of 24. Perhaps TW can code a similiar solution instead of disabling perk leveling for such servers.
I hope TW will enable perk leveling for servers with more than 6 players before it gets too late.
Yea i agree, AzureFPS/RoxServers/Syrential and others were simply filled up. During the day half the servers would be full and in night time (GMT +1) all these servers are overloaded by players since its so damn fun to take on the horde of mobs with so many people.
The waves were adjusted to the amount of players online (altough i only seen 800 as max) and pretty much everybody would die when the fleshpounds came
I guess this time is over altough i cant see how its unfair to play on a high player server.
Maybe instead of punishing the people who are lvling the perks legally and having fun on high player servers you should take a look into fixing the ram exploid where one can hack there perk to lvl 5 within 10 min by using cheat engine?
Seriously.
I see Azure KF pretty much dead now, its such a shame.
It appears there is now a glitch with getting into profiles and achievements from the main menu. We're working on it and will fix it ASAP.