Anybody else finds teleporting zeds stupid?

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TrueLolzor

FNG / Fresh Meat
Dec 18, 2011
319
111
0
I think that maximum what game should do in this kind of fashion is teleport zeds that are far behind closer, but where player still can't see them.
 
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zYnthetic

FNG / Fresh Meat
Mar 20, 2009
1,071
168
0
Atlanta-ish
www.zynthetic.com
iirc KF1's way of doing this, considering they were slower than players you could leave one way behind by just running away, was to increase their ground speed when they weren't visible. This way if you're leaving one alive while heading toward the trader they'll take a few seconds to catch up instead of minutes.
A combination might not be a bad idea. Warping for the trash when there are mobs in play. Makes it seem like there's more at once than there actually is. Sneaky turbo speed for Scrakes, FPs, and everything else when there's only X remaining in a wave.
 

Hugobertington

FNG / Fresh Meat
Mar 19, 2015
57
0
0
It really, really is cheap and very noticeable, it also breaks the "Get to the Trader!" tactic where the team keeps one clot/crawler/bloat alive so they have time to run to the shop before the round ends.

Now, you can weld the doors and plan your routes for all you care, but WHOOPS turns out Mr Scrake know's where you sleep at night and is right around the corner
 

TrueLolzor

FNG / Fresh Meat
Dec 18, 2011
319
111
0
Ha-ha, this is ridiculous. I was running'n'gunning on the Paris. While escaping from a Flesh Pound, I went through a cafe on the lower level of the city, used stairs to get up, then used another set of stairs and when I finally reached the street entrance - guess who was there at the door? :IS2:
 

Zombie Overlord

FNG / Fresh Meat
Jul 15, 2012
750
0
0
San Diego, California, USA
Ha-ha, this is ridiculous. I was running'n'gunning on the Paris. While escaping from a Flesh Pound, I went through a cafe on the lower level of the city, used stairs to get up, then used another set of stairs and when I finally reached the street entrance - guess who was there at the door? :IS2:


All that time playing Dying Light and running for the Volatile super zombies suddenly become useful....
 

TrueLolzor

FNG / Fresh Meat
Dec 18, 2011
319
111
0
People wanted an end to kiting and they got it now they complain lol.
I never wanted any end to anything. In fact, I never kited in KF1, we used just to dig in and protect the point.

All that time playing Dying Light and running for the Volatile super zombies suddenly become useful....
No, it didn't. In Dying Light enemies actually chase you, not magically teleport in the places you're going. The more I play solo, the more I realise that this mechanic simply renders movement obsolete. All you achieve by running is random displacement of your current scenery and literally MAKE there enemies you've already met ambush you. I achieved much higher survival rate when I started simply sticking to one location.
 

Zombie Overlord

FNG / Fresh Meat
Jul 15, 2012
750
0
0
San Diego, California, USA
I never wanted any end to anything. In fact, I never kited in KF1, we used just to dig in and protect the point.

No, it didn't. In Dying Light enemies actually chase you, not magically teleport in the places you're going. The more I play solo, the more I realise that this mechanic simply renders movement obsolete. All you achieve by running is random displacement of your current scenery and literally MAKE there enemies you've already met ambush you. I achieved much higher survival rate when I started simply sticking to one location.


Volatile is right in front of you what you do? You have to now in a split second find a new path and follow it or get rekted by the zombie. THAt is the concept to take away from Dying Light. Making quick and efficient escape paths. Sure you can't outrun, outrun, them but you can keep them teleporting so they can't do crap, I've never have problems kiting as you immediately find a new and safer route on the go.
 

aitch-zed

FNG / Fresh Meat
Oct 28, 2013
40
0
0
Teleporting zeds are as horrible as Hans low health high damage resistance, it feels awful, like artifical difficulty.
I very much prefer the way it was done in KF1, despawn when there is only a few and they re far away from players. Maybe the game was a little bit easier this way but it was still much better than enemies warping all over the place in front of you.

Once I was playing KF-Outpost solo, trying to collect some ammo and armor near the end of the wave, there was a few of trash zeds and 3 husks left and these husks were constantly teleported in front of me around every corner, like literally, I go around corner and there is husk already charging his shot, I go another direction and there is another husk etc, it was like I trying to escape from army of husks, horrible experience if you take into account that there was only 3 husks... This "feature" need to go away.
 

TrueLolzor

FNG / Fresh Meat
Dec 18, 2011
319
111
0
Volatile is right in front of you what you do? You have to now in a split second find a new path and follow it or get rekted by the zombie. THAt is the concept to take away from Dying Light. Making quick and efficient escape paths. Sure you can't outrun, outrun, them but you can keep them teleporting so they can't do crap, I've never have problems kiting as you immediately find a new and safer route on the go.
I usually killed volatiles in 1-2 hits in the scenario you described.
Regardless, you can't compare Dying Light and KF2 in this case, because in Dying Light your character is like 100 times mobile than your character in the KF2, and there is like 10 times more space for you to go. And yeah, your enemies don't telepot to your face.

If you're as tough as you're trying to appear, can you record a video of you playing Hell on Earth solo on burning paris and kiting the **** out of the zeds?
 

-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
People wanted an end to kiting and they got it now they complain lol.

I didnt mind kiting but even if i did this is a ridiculous solution. Of course ppl will complain, its just out of place game mechanic. Like zeds have magic carpet or some wizard spells, its not DnD god damn it! :)

If you dont like something in your life, you dont brake it and think of it as solved, do you. Thats not a solution.

"This Tv is too loud - gets shotgun - bang - its not loud anymore"
Thats what teleporting zeds solution feels like.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
First, I want to say that imo keeping last zed alive to safely looking for ammo boxes is lame and game-abusing technique, which slows down the pace. Want ammo? Then fight your way to it! Or shop faster and scavenge in the remaining trader time. It is ridiculous how people are complaining that they can't abuse game mechanics anymore.

However, teleporting is a very lazy and cheap way how to solve this. Same as spawning zeds just next to the players.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
Speaking of mechanics, I still think that the door health needs a buff to last a wave.

I'm digging the permadeath for doors, but they're like cardboard.
 

BJ Vynz

FNG / Fresh Meat
Nov 20, 2011
184
3
0
Earth.
I think that maximum what game should do in this kind of fashion is teleport zeds that are far behind closer, but where player still can't see them.
This would be nice. They can also teleport in already sprinting/ about to.


Maybe teleportation should use the path system, zeds only able to teleport to a different point on the path they have already mapped out on their way to the player.
That way you don't get these illogical re-encounters.
 
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Zerginfestor

FNG / Fresh Meat
Oct 12, 2012
496
1
0
Nevada, Las Vegas
turns out Mr Scrake know's where you sleep at night and is right around the corner

Hello, KF2 players. Look at the zeds, now look at your team. Look at the zeds, back at the team, look at the zeds NOW BACK AT THE TEAM. Sadly, there's 2 Scrakes in the horde.There's no way you can survive the encounter, so your team turns around, but what's this? The very two same Scrakes have appeared around the very corner! You turn around, and the Scrakes before HAVE BECOME GOREFASTS AND SIRENS!
Anything's annoying with teleporting zeds!
-whistling tune-

Overall, they should at least get rid of this stupid ability on the bigger zeds.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
See I thought I was going mad when I had 1 zed left on the map, a scrake, and as I ran from him he ended up in front of me.

I can see it having good moments, as the above was a rather tense moment and it felt like a slasher movie where he'd intercepted me somehow, but I would have a problem with it if they can teleport past my welded-shut perimeters.

If I weld zeds inside a room I generally don't want them to appear outside of that room, short of walking around normally.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
I'm wondering: if small zeds are capable of climbing out of sewer and vent holes, then why won't make them to climb there in again? I mean: zeds climb in a hole -> silently teleports without noticing the players -> climb out from a different hole. From player perspective it will look like zeds are using shortcuts.