Anybody else finds teleporting zeds stupid?

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Mysteryman2000

FNG / Fresh Meat
Apr 23, 2015
8
0
0
Yes, I find this extremely annoying during the boss fight as well, find it hard to stock up with the boss always at your heels. Sure, any npc should be able to catch up to the player, but they shouldn't always be in your face after walking through 2 doors. If they don't want enemies to get stuck they need a function to:

1. check the enemies movement, if enemy hasn't moved from (x2-x1)+(y2-y1)+(z2-z1)=d (where d is the distance traveled) @ 30 seconds then enemy should respawn.

2. make a separate function so they don't end up out of bounds as well. (though I have never seen this happen.

But I am completely against all the teleporting.
 

Mysteryman2000

FNG / Fresh Meat
Apr 23, 2015
8
0
0
Stop kiting and there isn't a problem.

For larger groups of enemies I would expect them to take different routes to get to me, if there is one enemy left I would expect him to take the shortest route to get to me and follow wherever I went. The game was suppose to have smarter enemies not magicians. When it comes to any game that has zombie like enemies that run pretty much on instinct you can already tell what their path is. Defeat kiting by making large groups of enemies spread out and surround the target making perfect use of welding doors and not have them teleport around you. What is the point of welding a door if you run the other way to have them teleport right in your face?
 

Kuro

FNG / Fresh Meat
Apr 12, 2015
36
0
0
>FP and Scrakes
>entire team dies
>playing as commando
>fall back in a hallway to heal and reload while three Scrakes are so close behind I was feeling defiled
>look behind me, only one Scrake
>look front again
>two Scrakes
>minced meat

Really?
 

NegativeZer0

FNG / Fresh Meat
Apr 23, 2015
13
0
0
100% agreed that teleporting just feels super artificial.

Big Zeds should recive a speed bonus when out of sight
Small Zeds should de-spawn when X far away from any players and re-spawn at normal spawn points AKA climb back in through a sewer hole or duct opening things like that.
 

Seb@s

FNG / Fresh Meat
Jul 5, 2014
169
0
0
France
...Suddenly, he appears from the opposite cardinal direction in which he was. That's bull****. You can't lock doors and use position to your advantage...
so, you can run, it's useless n_n

more seriously, i don't understand one thing.

a zed spawn first, not far of players & they come to us like a horde.
OK
but why the hell the zeds need to be magically transported after that !
they spawn (one time) they are here (on map) that all, end of the story.
STOP this annoying zed respawn please.
 

aitch-zed

FNG / Fresh Meat
Oct 28, 2013
40
0
0
It should just force sprint mode on zeds when they re far away from players, like when sc rages or husk does kamikadze run, returning to normal state once they get closer...
This would feel and play much better than stupid teleporting in front of your way.
 

Trizzo

FNG / Fresh Meat
Oct 14, 2014
37
0
0
Kiting was an easy tactic done right. At any wave on any difficultly a properly constructed build could beat anything. It adds a lot of danger and unexpected situations.

Kiting has to only look forward. It is still possible to kite you need to focus front on and not chip a single zed from the back.

It's not unfair it needs more testing. That is the nature of EA.
 

HideousConk

FNG / Fresh Meat
Apr 22, 2015
18
0
0
I'm very much pro low tier specimens (I.E. anything up to a gorefast, possibly bloats also) redeploying, preferably via the environment or spawnpoints, but will accept them teleporting if it is tweaked slightly. However anything above that should stay on the map with increased speed if out of LOS and/or preferably be able to re-enter via spawn points near to players if players haved moved far enough away.

Planning around where and when to engage the higher tier ZEDs has always been a core part of the KF experience, giving them the ability to port in anywhere detracts from that. Indeed planning around scrake/fp engagement is more important than ever given that M1+G is the safest way to deal with them currently without a true spike damage class - players need be able to plan to engage in a space that supports this approach and not have planning ruined by a cheeky scrakeport round the nearest corner.
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
AFAIK KF1 didn't have teleporting zeds and it was fine most of the time.

Not when zerker kiting. KF1 is mostly camping and the randomly spawning zeds work well with gun user kiting because they can't totally outpace zeds.
100% agreed that teleporting just feels super artificial.

Big Zeds should recive a speed bonus when out of sight
Small Zeds should de-spawn when X far away from any players and re-spawn at normal spawn points AKA climb back in through a sewer hole or duct opening things like that.
This is probably the best solution. The issue with the teleporting is the surprise scrakes, but the teleporting is meant to prevent keeping them irrelevent if unraged. Speed boost would fix that, most likely.
 
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Kyklone

FNG / Fresh Meat
Mar 31, 2015
6
0
0
I'm talking from solo kiting experience and so far I have found that constant movement is the only option to beat waves.

I think the actual issue, as others have mentioned, is with Scrakes and Fleshpounds. Teleporting makes FPs and Scrakes dangerous in a wrong way. Most of the time you are not going to face much trouble but sometimes you get stuck between zeds chasing you and this newly created big meat wall in front of you. All you can do is to shoot and hope for the best.

Waves before boss currently are way too easy on normal to suicidal, hardly having any difficulties on suicidal as a lvl 5 support. Not going to talk about HoE. Fleshpounds surely should be watched out but still they are lacking any real strength, easily kited and shot down from range. Scrakes are not much different from KF1, you leave them last and kill them one by one (not a threat). The teleporting mechanism is pretty much the only thing that makes these zeds of any real danger at all, but is imo luck based.

As said before; increase the time between how often zeds teleport, remove teleportation from bigger zeds, lower the maximum amount of zeds being teleported at any given time. Something along these lines could be experimented with. Although solely tweaking teleportation down makes the already a not-so-difficult game easier which in return leads to even worse experience.

On a side note does anyone else find the penetration of shotguns lacking/weak? At least compared to the presented numbers. I don't understand them at all, 125% @ lvl 5 (25% per level)? In KF1 it was 90% @ max lvl.