Elitism in the community is killing the population

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2Clicks

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Oct 27, 2012
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AtomicHotsauce;n2285396 said:
I've had a few instances of public games with higher level players kicking lower level players as soon as they join a server / during a game where they aren't doing anything wrong. Which is a d**k move. Public games should be open to everyone in my opinion, if they aren't then it should at least be in the servers description "L15 minimum" for example.

One way around this would be a server option to only allow players to use classes which are above a specified level when they join the server, or prevent them from joining if none of their classes are at a high enough level (not letting them join, then kicking them). This should be A) Be something clearly signified in the servers description, and B) Players should have the option to filter out servers with this enabled.

As for objective mode - I'm all for it if it's done well! L4D 1 and 2 are both old favourites, and were what got me into Killing Floor in the first place. Though Tripwire probably have enough to keep them busy at the moment.

Dont worry... Im sure once there is the capability to add mutators to autokick levels below a certain number no kicking will take place by other players for that reason. Thats not elitism, that players choose to play sensibly. They want to win on a map and dont trust the low level. I for instance would be happy to carry one or two low levels on HoE as long as I was medic. But not everyone is happy to do so, even on sui. Infact the reverse has happened also - with low levels kicking lvl25s on Hard!!

Not sure what the discussion about objective mode has to do with elitism....!?
 

Bluntman420

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AtomicHotsauce;n2285396 said:
I've had a few instances of public games with higher level players kicking lower level players as soon as they join a server / during a game where they aren't doing anything wrong. Which is a d**k move. Public games should be open to everyone in my opinion, if they aren't then it should at least be in the servers description "L15 minimum" for example.

One way around this would be a server option to only allow players to use classes which are above a specified level when they join the server, or prevent them from joining if none of their classes are at a high enough level (not letting them join, then kicking them). This should be A) Be something clearly signified in the servers description, and B) Players should have the option to filter out servers with this enabled.

As for objective mode - I'm all for it if it's done well! L4D 1 and 2 are both old favourites, and were what got me into Killing Floor in the first place. Though Tripwire probably have enough to keep them busy at the moment.

If there are rules on a server and a player does not follow the rules, there are consequences. I clearly state my rules on the MOTD/WelcomeScreen for example. This is not elitism.

Speaking of that, I notice people tend to ignore the MOTD by clicking ready ASAP or doing other actions. In KF1 there was a thing where rules were stated throughout the game as kind of a timed message thing. Hopefully that makes a comeback so there is less of an excuse to disobey server rules.
 

AtomicHotsauce

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Bluntman420;n2285435 said:
If there are rules on a server and a player does not follow the rules, there are consequences. I clearly state my rules on the MOTD/WelcomeScreen for example. This is not elitism.

Speaking of that, I notice people tend to ignore the MOTD by clicking ready ASAP or doing other actions. In KF1 there was a thing where rules were stated throughout the game as kind of a timed message thing. Hopefully that makes a comeback so there is less of an excuse to disobey server rules.

That's fair enough, but part of the problem is that it often isn't stated - other players just kick with no explanation, which is a lousy experience for new players. MOTD needs to be better - of course most people will want to get straight into the action and immediately click past it, I've mistaken it for the "this player is sharing content" window in the past when I've been keen to play. I seem to remember some servers in KF1 had a short delay before you could click past it?

I think the option for a "Min Level" in the server browser would streamline things. The minimum required level would be displayed along with other stats (player count, wave etc). Lower levels who do try to join would immediately get a message "This server is for Level 15+ Perks only" for example. That way there are no messages to inadvertently click past, no one needs to waste time kicking, or waiting to join a server only to be kicked.
 

WeretigerRei

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Bluntman420;n2285435 said:
If there are rules on a server and a player does not follow the rules, there are consequences. I clearly state my rules on the MOTD/WelcomeScreen for example. This is not elitism.

Speaking of that, I notice people tend to ignore the MOTD by clicking ready ASAP or doing other actions. In KF1 there was a thing where rules were stated throughout the game as kind of a timed message thing. Hopefully that makes a comeback so there is less of an excuse to disobey server rules.

Ive seen servers already that put out periodic messages
 

®omano

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Random guy create account and start flaming thread with random bullshit statement. Community follows. :facepalm:

In KF1 there was a thing where rules were stated throughout the game as kind of a timed message thing.
Here is an external program easy to use and able to do exactly that (and also change map from a specified map pool, after server is empty for specified amount of time). http://www.moddb.com/games/killing-floor-2/downloads/amc-auto-mapchanger-and-broadcast-messages click the READ MORE link in description.
 

Bluntman420

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omano;n2285444 said:
Random guy create account and start flaming thread with random bull**** statement. Community follows. :facepalm:


Here is an external program easy to use and able to do exactly that (and also change map from a specified map pool, after server is empty for specified amount of time). http://www.moddb.com/games/killing-floor-2/downloads/amc-auto-mapchanger-and-broadcast-messages click the READ MORE link in description.

Thank you for the suggestion! I will be looking into it!
 

Tornqvist

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Apr 24, 2015
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About the low level issue.
I usually want to kick low levels (i play on Sui/HoE) because they ALMOST EVERY TIME join the game and kill a couple of zeds and then they die and leave the game.
I feel that if they join, kill a few zeds and leave it's not worth giving money to them because it's just wasted dosh AND they are most often a liability if you combine the two, low level + no dosh.
And this is almost always my move because i'm 90% sure they'll die and leave.
This is also why when i do infact play with low levels that recently joined i often pick a perk that can survive on it's own like zerk or medic.

There is no weird reason to why people do not trust low levels in this game. It's for this specific reason.
 

Greasy_Mullet

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May 2, 2015
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I agree that EA was the biggest problem. Doing an EA is fine but you need a very quick turnaround. They should have waited for the majority of content to have been in, with more almost ready. Released the EA with a major patch each month and the full release 3 months later. Knowing the limited resources they have they should have planned around that fact to ensure the EA was short.

Instead they lost all the hype and to most players this game has been out for a year. Many have moved on.
 

Cinderblocks

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No the market is just too crowded for that to make a difference. Without a $100 million marketing budget your title either catches on or it doesn't and there's really no predicting or understanding how. Anyone who says otherwise is either fooling themselves or justifying their job.
 

HunBonus

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zombieapocalypse;n2285292 said:
I think part the problem is that at lot of the community are driven by the achievements. I imagine most of the hardcore players have all the map and perk achievements by now, so have little reason to keep playing. I must admit that I'm a bit like that.

Agreed 100%. I have all the achievements. None of my buddies play the game anymore and I have no desire to rage over random people messing up fleshpound events, scrake takedowns and boss battles, so I haven't touched the game for weeks now and won't have a reason until mroe achievements come.

Vi-Pe;n2285293 said:
Could be, I play it mostly for the fun of playing and perk levels. Achievements come after that.

There are achievements for levelling up every perk to max level. Which means if I play for achievements, perk levels are moot as a reason to play since I do purposefully level up to get chievos. I have no idea what this "fun" is you're talking about.
 

DirtySpartan

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omano;n2285985 said:
You know, enjoying the game, things like that :awkward:

Would be great if there were mechanics you could improve in as a player, like in KF1, which is what made it so fun and longlasting.
 

oldmidget

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DirtySpartan;n2286051 said:
Would be great if there were mechanics you could improve in as a player, like in KF1, which is what made it so fun and longlasting.

go on.
 

DirtySpartan

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oldmidget;n2286059 said:

A good example is trash management. Due to KF2's sanic zeds it mainly becomes a spamfest that punishes close quarters combat (and CQC map design, for that matter.) KF1's zeds overwhelm you with sheer numbers or mismanaged deadly pissed off big zeds. KF2 has crawlers and stalkers trapping you in corners. But I digress. KF1's gameplay was more methodical and the player could pull off some pretty impressive feats but in KF2 you'll quickly find yourself shooting off randomly, running away and then running into teleported zeds. Fun stuff.
 
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2Clicks

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DirtySpartan;n2286106 said:
KF1's gameplay was more methodical and the player could pull off some pretty impressive feats but in KF2 you'll quickly find yourself shooting off randomly, running away and then running into teleported zeds. Fun stuff.

I take it you mean kill-combos? Like knowing how to use an 9mm, ax and dbs to decap a scrake without it harming you?
 

DirtySpartan

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2Clicks;n2286115 said:
I take it you mean kill-combos? Like knowing how to use an 9mm, ax and dbs to decap a scrake without it harming you?

Well, scrakes were a bit too easy to kill with flinch/stun chaining but yeah kill combos too. I mostly meant that as a player you could have a sizeable impact on the game. One of my most fun games of kf1 was on transit HoE where we had a afk person and I had to hold a hallway by myself, switching between rapidly headshotting everything and doing kill combos on big zeds ending the match with 1100+ kills, which definitely wasn't easy. I could manage it because I didn't make a single mistake. That simply won't happen in KF2, no matter how good you are or how long you play.
 

KillMaster

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DirtySpartan;n2286106 said:
Would be great if there were mechanics you could improve in as a player, like in KF1, which is what made it so fun and longlasting.

A good example is trash management. Due to KF2's sanic zeds it mainly becomes a spamfest that punishes close quarters combat (and CQC map design, for that matter.) KF1's zeds overwhelm you with sheer numbers or mismanaged deadly pissed off big zeds. KF2 has crawlers and stalkers trapping you in corners. But I digress. KF1's gameplay was more methodical and the player could pull off some pretty impressive feats but in KF2 you'll quickly find yourself shooting off randomly, running away and then running into teleported zeds. Fun stuff.

This perfectly sumerises how I feel about KF2 as a whole, I couldn't have said it better myself.
I also believe that this is a sentiment shared by a large portion of the original KF1 player base.
 

oldmidget

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KillMaster;n2286132 said:
This perfectly sumerises how I feel about KF2 as a whole, I couldn't have said it better myself.
I also believe that this is a sentiment shared by a large portion of the original KF1 player base.

it was one of the balance changes made to compensate for zeds not becoming just more and more tanky when you up the difficulty.