I find suggestions like this intersting for understanding the difference between the new and the old player base. Were this idea posted at a different time it would recieve a totally different reaction to what its getting now.
New KF gamer theory - The syringe, knife and welder are completely useless, why bother dropping them at all if they give no benefit to you or your team?
Old KF gamer theory - Leave it as is, if you died with the wrong weapon out, that is your penalty for dying. It forces players to make a decision between "Do I stand and fight and risk dying? Or do I try and run with my knife and risk losing my weapon? Or do I run with my weapon out?"
I'm not criticising anyone (anymore), it is just very interesting to see how at one time players were perfectly happy to be punished for their mistakes, and liked the fact that they were inhibited because it forced cooperation between members of the team...
Something might need a bit of clarification between those "old/new" theory definitions. Not everyone is advocating that since dropping the syringe, welder and knife has
always been "
completely useless", then drop un-held weapons instead.
I, and I believe others, most certainly
do disagree with the notion that a player should somehow spontaneously eject all of his or her weapons upon death. (Or, disconnection.) I simply don't think that
displaying dropped syringes, welders and knives serves any purpose, other than indicating that player "X" died
here, regardless of what era of
Killing Floor we're discussing. Have I overlooked something?
While it might have only a miniscule impact on improving performance, and may not be worth the effort to re-code, I'm asking how would eliminating the depiction of these three dropped items negatively effect game-play, either now, or in the past? I believe what OCAdam is suggesting, is that if the game is going to the trouble, (so to speak), of displaying these items, then let their presence have some reason for being. Specifically, some small, positive impact for a player if they are recovered. It's just the kernel of an idea. If it received any traction, the rat's nest of discussing details would follow. "
Should each recovered item occupy blocks of carrying capacity?", would be among the first darts to be thrown.
But, this *is* the "
Ideas and Suggestions" forum, and there would be little point in having it if discussion of altering the game's mechanics, either past or present, are too often deemed blasphemous. Aside from balancing/bug-fixing, is there anyone that can state that there isn't
some idea about the game they always wanted to implement? Personally, I think of this as the "What if?" forum, and haven't had, I believe, unrealistic expectations of anything within it becoming reality. Most people are just sittin' around, talking. (With that in mind, I *really would* rather have the additional 9mm ammo rather than the 2nd Beretta.)
If we're to discuss "Old and New
KF gamer theory" eras, let's all recall in the "old" era, if you had the presence of mind to die with your weapon in-hand, you had at least some opportunity to recover it, even if it might be several waves later. So, that abandoned M32 or AA-12 lying, say, on the roof of
KF-Hospital of Horrors, would be patiently awaiting your return, regardless of how long it might take. Now, if you check-out someplace that can't be reached in 60 seconds from the spawn location, or, time aside, from a tactical standpoint it would be foolish to even try, you can kiss your precious good-bye. (Which, incidentally, I'm fine with.) I'd offer that this "new" era dynamic is potentially more punishing than in years past.