Endless Wave Mode

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Nenga

FNG / Fresh Meat
Apr 24, 2015
522
0
0
*shrugs* I really just don't see it fitting in killing floor.
Well I disagree so I guess we're just agreeing to disagree. Even if you don't use it it wouldn't hurt to put it in there seeing as a lot of people would like it.
 

ahcos

FNG / Fresh Meat
Apr 26, 2015
42
0
0
Well it'd be nice to have different game modes in general, endless wave is just one of them. Examples:

- one player is focused by all Zeds for one round, and they focus this player only. Player becomes Has more health, a police shield (so he can block/parry), but only a pistol and lowered movement speed and has to be protected by the other players

- hold different parts of the map for one round, so you fight at different locations

- pick up something at the beginning of a round and deliver it to a different part of the map, enforcing constant movement and good coordination


I mean, i can see that Tripwire do not want to introduce too many modes as this'd split the player base, but at least two or three more modes should be introduced either way
 

pbo

Member
Apr 19, 2015
98
2
8
The game definitely needs more zeds in each wave, its ridiculously low compared to KF1 (making KF2 a much easier game) so either bump up the zed count or consider this mode.
 
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Revengercmx

FNG / Fresh Meat
Dec 6, 2015
28
0
0
Not complaining. I'm paying $30 for final release, right?

I think it needs more than 1 game mode?

I should care about this game a little bit down the line since it might be released after the summer and probably won't get a good grip of it until xmas.

I just think that after getting everything max lvl and doing every map. The game has no purpose.
 

Hatesandwich

FNG / Fresh Meat
Oct 23, 2013
243
3
0
Not really, up ammo crate drops on all difficulties and make them fairly common. The whole idea of an endless wave is that eventually you get overwhelmed by sheer numbers, not because you ran out of ammo. So they could just litter the map with ammo crates.

I like the idea that you just find weapon upgrades while roaming around the map.

But I also like the idea that the trader opens up while zeds are still coming and people have to quickly buy their stuff while others watch their back and wait their turn.

Id rather not have breaks between waves though, I want one long endless wave where the spawns (fp/sc) are determined by the timer.

The way infinite wave modes work (Think Nazi Zombies, or whatever the hell it's called now) is that every wave zombies come at you. With each subsequent wave, the zombies get more hp and are more numerous, with a breaking point deciding that they can then sprint.

The issue I was trying to highlight here is that this can't work in KF2 with the current mechanics; your solutions do nothing for this.
Having ammo drops everywhere doesn't encourage strategic play; you have infinite ammo, just unload everything you've got! Oh no, you ran out of microwave gun ammo? Evidently you didn't, because the map is littered with more.
Having the mechanic be based on sheer overwhelming numbers is impossible when a microwave gun or molotov or medinade can kill a group of over 10 zeds using the same amount of ammo as it takes to kill one; unless you're throwing lag inducing incredibly absurdly large mobs at us it doesn't matter how many clots you throw my way, especially if you give me infinite ammunition.
Nazi zombies is balanced around having weapons scattered around the map that can be purchased at will along with their ammo, with an additional wildcard of the mystery box. This keeps things tense in a way that works with it; at wave 30 it doesn't matter what you've got, the zombie's HP is far too great to get an instakill. If you just go for a billion clots and gorefasts as the way to overwhelm players, while throwing ammo packs sufficient to allow victory around the map, you're gonna find that the only time anyone loses is if they go full moron.
An infinite wave mode could work for KF2, but definitely not along the lines you're describing.
 

Savage Rodent

Member
Mar 29, 2015
290
1
18
A way to do this is for there to be certain times at which the trader will be open DURING the actual AED assault, and you have to cover your comrades while they resupply or buy new stuff. Making the Trader open on a timer would be best, so you know when the trader will open so you can plan your buying in advance.

I like this idea. And actually I don't see anything wrong with keeping at least one trader pod open all the time.