A new difficulty = Death-Behavior?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Deafmute

FNG / Fresh Meat
Oct 22, 2009
2,062
1,023
0
knee deep in pussy.
I think suicidal is fairly difficult and does not need to increase it's difficulty. Instead i prefer the developers to create some sort of AI director which could increase the gameplay difficulty by randomly changing the maps terrain, weapon spawns, trader zone and etc...

Lol AI Director. You mean procedural generation? :p Damn L4D...

Anyway, I don't feel that a new difficulty is necessary although it would be nice as Suicidal does become pretty easy with all level 6 players. As others have said, I think different, more advanced specimens would be more interesting than just more health and less money.
 

Uk1t4k3

FNG / Fresh Meat
Oct 21, 2009
454
88
0
Singapore
Lol AI Director. You mean procedural generation? :p Damn L4D...

Anyway, I don't feel that a new difficulty is necessary although it would be nice as Suicidal does become pretty easy with all level 6 players. As others have said, I think different, more advanced specimens would be more interesting than just more health and less money.

Actually forget about that idea it suck and won't help boosting the difficulty at all. New specimens would be great but we could think of better solution that is easier to implement in the quickest time?
 

Deafmute

FNG / Fresh Meat
Oct 22, 2009
2,062
1,023
0
knee deep in pussy.
Actually forget about that idea it suck and won't help boosting the difficulty at all. New specimens would be great but we could think of better solution that is easier to implement in the quickest time?

I don't mean literally new specimens, just different or tweaked abilities, kinda like in WTFmut. The super-fast Scrake, the Crawler that spawns baby Crawlers, the Husk that rushes you, things like that. I'm not a programmer so I have no idea how much work this would take but it certainly makes KF feel a lot more fresh.
 

Uk1t4k3

FNG / Fresh Meat
Oct 21, 2009
454
88
0
Singapore
I don't mean literally new specimens, just different or tweaked abilities, kinda like in WTFmut. The super-fast Scrake, the Crawler that spawns baby Crawlers, the Husk that rushes you, things like that. I'm not a programmer so I have no idea how much work this would take but it certainly makes KF feel a lot more fresh.

Yea lets hope TWI will really look into the WTF-Mut specimens concept and hopefully implement it...
 

imonoz

FNG / Fresh Meat
Jul 14, 2010
126
35
0
swedan
Well i dont really care, how they will make the game harder.. But I really wish they do )in a balanced way) some people might think this game is already too hard, that's why a new difficulty would be added. and some people might be pro as me.

But anyways make it harder , for those people who's willing to fight and die for their countries.
 

Nubbers

FNG / Fresh Meat
Jul 27, 2009
111
36
0
AZ, USA
Nigel Tufnel: The numbers all go to eleven. Look, right across the board, eleven, eleven, eleven and...

Marty DiBergi: Oh, I see. And most amps go up to ten?

Nigel: Exactly.

Marty: Does that mean it's louder? Is it any louder?

Nigel: Well, it's one louder, isn't it? It's not ten. You see, most blokes, you know, will be playing at ten. You're on ten here, all the way up, all the way up, all the way up, you're on ten on your guitar. Where can you go from there? Where?

Marty: I don't know.

Nigel: Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do?

Marty: Put it up to eleven.

Nigel: Eleven. Exactly. One louder.

Marty: Why don't you just make ten louder and make ten be the top number and make that a little louder?

Nigel: [pause] These go to eleven.
 
  • Like
Reactions: Vaecrius

zfroggyman

FNG / Fresh Meat
Jul 4, 2010
78
57
0
I was thinking just do the thing that alien swarm did, addon a "brutal" mode and further randomnize spawns to include more deadly enemies closer to beginning waves
 

timur

FNG / Fresh Meat
Nigel Tufnel: The numbers all go to eleven. Look, right across the board, eleven, eleven, eleven and...

Marty DiBergi: Oh, I see. And most amps go up to ten?

Nigel: Exactly.

Marty: Does that mean it's louder? Is it any louder?

Nigel: Well, it's one louder, isn't it? It's not ten. You see, most blokes, you know, will be playing at ten. You're on ten here, all the way up, all the way up, all the way up, you're on ten on your guitar. Where can you go from there? Where?

Marty: I don't know.

Nigel: Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do?

Marty: Put it up to eleven.

Nigel: Eleven. Exactly. One louder.

Marty: Why don't you just make ten louder and make ten be the top number and make that a little louder?

Nigel: [pause] These go to eleven.

Marty needs to get offa me apples:D
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
im not sure that a harder difficulty needs to be implemented, per se, because if the talk about xbow nerf and m14 are true, then that will most likely make suicidal harder.

but on another note, yes, suicidal is wayyy to easy, especially if you have a semi-coordinated team.

suicidal, 100% FF is pretty much like the harder difficulty after suicidal, especially on maps like biohazard :p
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
im not sure that a harder difficulty needs to be implemented, per se, because if the talk about xbow nerf and m14 are true, then that will most likely make suicidal harder.

but on another note, yes, suicidal is wayyy to easy, especially if you have a semi-coordinated team.

suicidal, 100% FF is pretty much like the harder difficulty after suicidal, especially on maps like biohazard :p
I'd absolutely giggle with excitement if the crossbow got nerfed. It's annoyingly OP when every perk besides SS can take down a FP in 2 headshots and the SS with 1.
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
I'd absolutely giggle with excitement if the crossbow got nerfed. It's annoyingly OP when every perk besides SS can take down a FP in 2 headshots and the SS with 1.

you must be playing on hard, its 3 headshots by a non sharp on suicidal :eek:
 

imonoz

FNG / Fresh Meat
Jul 14, 2010
126
35
0
swedan
I actually dont think the xbow it self should be nerfed, just some of the xbow bonuses the ss has

and ye its 3 bolts at a 6 man game in suicidal
 

Foxyfired

FNG / Fresh Meat
Nov 2, 2009
298
57
0
KF-Bedlam
I actually dont think the xbow it self should be nerfed, just some of the xbow bonuses the ss has

and ye its 3 bolts at a 6 man game in suicidal

Sometimes you think 2 bolts are enough because your mates shoot him before you hurt him, that's all.
I often kill fps with 2 bolts on medic because they shoot him before. :IS2:
 

Basilisx

FNG / Fresh Meat
Jul 19, 2010
53
11
0
I think a few little tweaks would do wonders to suicidal.
I suggest to increase the zeds' walking speed any further. Do you remember the mod days ? Clots were as fast as you and if you would loose just a little health, they could reach you in no time.
Maybe we could go even a step further:
Ever wondered why clots and a few other zeds are "walking" towards you, instead of "running" ? I mean, c'mon, they want to kill you and walking slowly and giving the victim enough time to escape or even strike back is contraproductive.
Maybe we should give clots also a sprint feature. a mob with several clots sprinting towards you would be far more dangerous, cause of their grab. they could wreck havoc in close corridors, because you will be busy figthing clots, giving the other zeds more time to approach.

Another way to make the game more challenging is to tweak the lvl5/6-players' spawning weapons. They give a very big advantage right at the beginning of a match. maybe a tweak to the starting ammo or in weapon and ammo prizes would do the trick. It is far to easy to get a tier3 weapon within the first three waves and pwn all the low zeds.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
IF there was a new difficulty, that one should change zed stats more than just incrementing speed and health.
Clots could, for example, become slow tanks, stalkers would be 100% invisible, scrakes won't bleed out, pounds never stop raging, husks shoot 2 shots at once etc.

Small stuff that is easy to implement but that mixes stuff up instead of just raising the same variables.

Yeah I agree 100%, Ive actually suggested that same thing multiple times. Instead of puffing their stats they should gain new abilities to make gameplay harder and more challenging.
 

Vaecrius

FNG / Fresh Meat
Aug 2, 2010
633
131
0
Burnaby, BC
members.shaw.ca
Why not custom difficulty settings?

Zed damage multiplier: [type in a number; you can't level up on a server that sets this number any less than 1.000]

Zed hitpoint multiplier: [type in a number as above]

Zed speed multiplier: [type in a number as above, min 0.500 max 3.000 to keep things from getting too buggy]

Max number of zeds: [type in a number as above, min 20 max 50; you can't level up on a server that sets this number any less than 32]

Player income multiplier: [type in a number; you can't level up on a server that sets this number any more than 1.000]
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
the difficulty levels are not too easy, its the maps you play. A gorefast already moves very fast and kills you in two hits. FP kills you in one hit. Well I don't need to make a list. Look into the maps you are playing if you find the game easy on Suicidal.