Good post.What I mean is, looking at what contributes to gameplay variety in an FPS like this is:
1. Kinds of enemies.
2. Kinds of weapons.
3. Kinds of environments.
(There are many more criteria of course, but these are three main ones, and pertinent to the conversation)
Discouraging multiperk loadouts as severely as you suggest reduces the second variety criteria, as it would make such "superchar" gameplay situations more rare. You would be using your same perk weapons 90% of the time, if not more. Yes you could simply switch perks, but then you'd just be using that perk's weapons.
Put in a real-world context, one of my favorite weapon combos personally is Berserker Katana+M79 for mid-wave roaming/support. But if you discourage cross-pollination, that unique "flavor" of gameplay is shut off to me. Perhaps this is a plus in your opinion, but I respectfully disagree.
I understand where you're coming from. These days KF seems like a straight action game instead of "survival horror", particularly on lower difficulties. However, I also think KF makes a damn good action game, and I like to go on Normal and just roll Zeds after coming home from work or whatnot. But there are of course also times when I want a "serious" game, that feels like a feat to accomplish. So I think that, again, variety should be preserved.
Make both parties happy by further differentiating the difficulty levels. I think many here feel that, in particular, Normal and Hard difficulties are too close together. I agree. Leaving Normal alone, I would take Hard mode a little further. Wiki says that Hard mode Zed Damage, Health, and Speed are at 125/135/115% respectively, with Normal being all 100% and Suicidal being 175/175/130%.
I would ramp Hard mode up to 155% Dmg, 135% Health, and 125% Speed. This, along with the increased numbers, creates a game experience where Zeds are just about as easy to pop now as before, but there are more of them, you have a smaller window to shoot them before they get to you, and most importantly there is a greatly increased penalty for letting them break through. This punishes poor teamwork and communication (like Suicidal), while being a little more forgiving of, say, a mistimed reload. On the other hand, it rewards good teamwork and concentrated firepower with the visceral pleasure of demolishing Zed ranks (like Normal, except with more numbers for even greater gore-fests!). Thus, it becomes the true in-betweener mode it should be instead of the Normal+ mode it is now.
As for Suicidal, I would ramp it up too, since most veterans can handle it by now without too many nail-biters. I do not think increasing health is the answer, as it's frustrating to know you can't possibly put out the DPS to, say, kill a FP before it rages and kills you as the last one left. Put another way, simply making Zeds more of a HP-wall does not encourage suspense so much as frustration.
I think the best part of Suicidal is:
1. Scarcity of money.
2. Increased Zed speed.
These combined with the amount of damage Zeds do are what give Suicidal it's intensity. The first because it creates a feeling of general dread ("Am I going to have enough dosh to buy X weapon?", "What if I die and don't drop it?", etc). The second creates acute panic in pressure situations (You can't outrun the Zeds nearly as easily anymore, you have a smaller window to shoot them.), forcing you to turn and fight (Hopefully desperately).
These two are what should be greatly increased in the new Suicidal. The Zeds should be even faster, and money even more scarce. Like I said in the other post, I'm more worried about reducing money at the normal pub level, I'm not as worried for Suicidal players.
Keep in mind though that these suggestions are made without any knowledge of future Xbow nerfs. I think much of the game balance hinges on this one weapon, and I also have a hunch it will receive further changes very soon....
Thank you for engaging in constructive debate, instead of simply flaming me. Which I expected, until I remembered that this wasn't SPUF forums.
I dont really know how many testing it will take if you lower the money gainings and/of speed up the zeds. It seems the most plausible measures at short notice.
Also, I wanted to say that my fingers are crossed for any Xbow nerfs which you mentioned earlier. The weapon dumbs down the scrake and FP too much, they get hardly killed by the demo-class so to say.
Blimey, this post is ontopic!
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