Feedback about how TWI communicates with us and the consequences for the future of KF

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Erik9631

FNG / Fresh Meat
May 11, 2015
48
0
0
How does one find 25 best players of Killing Floor I have met very good players before but have no clue whether they are the best or not? I would like to know how you found the best players so i can decide whether or not their opinions even matter. Also as said previously why would tripwire listen to 25 people who have the time to invest 2000 hours into their game to become the"best" im not saying their opinions dont matter but if i was them I would rather listen to a group of 250 random people with at least 100 hours in the game rather than 25 people who have spent 2000. Its not about making the best players happy but about making the most people happy(from a business standpoint) .

I am not even sure why is it relevant at this point, why is it even mentioned? Why is the OP even "Considering" them to be the best players.

Hell if I now, maybe I am the best player and you don't know about it, or you maybe you are but neither of us are active in the community so they can't know?

The best players are usually in the shadows, trust me.


And frankly, I agree with tripwire. As much as I hate to admit that, they are right.

There is absolutely no point listening to a bunch of people screaming at the top of their lungs and complaining about the every single thing.
Have you seen the patriarch WWOT? He looks great, he looks scary, he looks deadly, but half of the posts are complaining about "HOW ****TY HE IS CUZ HE DOES NOT LOOK LIKE THE ONE IN KF1"

Who cares? I want something new, I want something fresh, I want something to be scared of and hard to fight against, I want something new, something that fits the KF2 theme, not just some reskinned dude from KF1. If I wanted the KF1 patriarch I would go back and play KF1.

My point being: I am not surprised Tripwire decided not to listen to the community, because the truth is that half of the people here are loud, and disrespectful. They fail to see the hard work, lot of time and effort, and all the energy that was put into those updates and projects. It only takes a single sentence of a group of people to disprove and take away days of hard work.

I personally think that the community deserves that. I see it through the eyes of the developer, and I am sick of this as well.

Masses of complainers everywhere, this will only lead to death of gaming.

Have you seen fallout 4? I do not want to bring it here but I enjoyed the game, I loved it. It was perfect, yes there were some bugs and some things could have been done better but the overall result was great. Check the steam forums and see how many people are complaining about how "DIFFERENT" the game is from fallout 3.

Developers always get **** on when they want to try something new, they get **** on when they copy the same stuff with updates graphics, they get **** on each time in every case, no matter what, the developer is always the bad one.

Nobody seems to realize that those people are working really hard to bring us games in form of entertainment and creating such a game is NOTHING easy. You are taking away the taste, the motivation from them to make games. The only motivation they will have left eventually is money.

That is the reason why there are "Microtransactions, DLCs and all that bullocks"

Nobody seems to see the whole picture. It is our fault too, our fault as gamers...as a community.

And with this I end my terribly dramatic and horribly written rant.
 
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Furious Imbecile

FNG / Fresh Meat
Oct 18, 2014
758
6
0
Finland
I find the "best players" part as pretentious as you guys, but I think that was hardly the point of this thread. Just read it as "Feedback from 25 good KF2 players" and drop it.
 

HeatSurge

Member
May 20, 2009
580
17
18
I find the "best players" part as pretentious as you guys, but I think that was hardly the point of this thread. Just read it as "Feedback from 25 good KF2 players" and drop it.

That's why I said TWI wouldn't read it because I wasn't there. You don't compile a "KF Top 25" without me at least in the Top 10.
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
1,255
8
0
Not Here
Not to cause an off-topic debate I just wanted to add a counter point that Fallout 4 is fun as hell, yes, but it IS a massive dissapointment as well. I won't go into detail suffice it to say a lot of the player freedom and side content is underwhelming and most of the replayability lies in simple perk choice and some main story decisions, the rich world of side content and the numerous ways of approaching situations, and most of the awesome progress in New Vegas was missing from 4. The game could have used another year in development, and is relying on pure hype to sell copies, then relying on modders to polish the game FOR them while they make DLC. It seems all the time they could have spent fleshing out the dialogue options or adding more settlement functionality or mechanics like ammo types was instead spent on the upgrade system and recording voice lines. And the absence of reputation, karma, or skills means that the depth of the game is gone and your actions don't feel like they have much of an impact. Oh and my savegame got corrupted twice.

TL;DR Fallout 4 is to the fallout series what Skyrim was to elder scrolls. A watered down, but at the same time surprisingly fun platform for modders to build on, but kind of boring without mods in the long run. High hopes for the DLC though. Something for Tripwire to consider: new is good, but don't scrap the old. (Patty moustache)
 
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HeatSurge

Member
May 20, 2009
580
17
18
Fallout 4? Skyrim? Elder scrolls? I think you won the top kek award for most amazingly irrelevant to the thread comment.
 

Soup2504

FNG / Fresh Meat
Feb 10, 2012
17
0
0
- Depth of Field is still enabled during night vision even when disabled in the settings. This leads to frame drops on low end PCs.
This was done on purpose. Using NVGs is meant to be a gameplay tradeoff - the area is more well lit, but the DOF messes with your vision a bit. So we generally do not allow players to turn off gameplay affecting features.

I figured this was done on purpose, but the fact still stands that it has a huge issue with framerate on lower-mid range PCs. I won't come out and say I have a top of the line great PC or anything of the sort, but it's decent enough. I can run metro last light on the "Very high" preset at more than playable framerates, with some dips, predictably, but nothing too bad. But I have not seen a single graphics option in any game that has tanked my fps as much as depth of field in kf2. With the option turned on, if I aim down the sights I drop 20-30 fps. With it off, I can aim without issue! But the effect still exists on night vision. Because of that, I avoid using night vision entirely.

Now, if it really is an essential feature to the night vision goggles, then that's fine. But something needs to be done about it to fix performance issues. Optimizing the performance of the depth of field effect is the obvious one, but. I'm sure more can be done than just that. I would say having flashlights available on some higher tier weapons would be nice, but I think I recall a WWAUT mentioning something along those lines going to happen. Not 100% sure if I'm just making that up or if I actually read that though.
 

Valkyrie_pl

FNG / Fresh Meat
Jul 27, 2013
284
3
0
- Ammo disappearing from mag when switching weapons
Can you add more detail to this?
I am quite confused that you guys (i.e. TWI) do not know or do not seem to know about this one. Or not have said details. There were countless topics about this issue over the past months, though admittedly not so often recently.

It is most noticeable on Commando - when you reload your AR and switch weapons as fast as it's possible without cancelling the reload, chances are weapon will have one bullet missing in the mag when you swap back to it.

I don't know if anyone is sure what exactly causes this. Someone even suggested that fast swapping from self heal syringe to gun consumes ammo from the magazine towards healing.

From personal experience I can also point out that Bullpup seemed to often lose more than one bullet from the mag - even up to I think 4 at once. I also managed to once GET a shell in my previously empty AA12 somehow. After switching back it was suddenly 1/20.

Either way the key factor is probably weapon swap before reload or self heal animations properly finish.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Somehow I cant help but login to respond.

Why they are considered top palyers? I dont know, may be because the fact that when the official community (aka this forum) talking about zerk being unplayably weak back then, they are using them effectively (still underpowered however)? When people say medic is essential they did it without medic?

Then update comes and people still think medic is a must have even having zerk/MWG/nuke combo while they beat HOE with only commandos. You know, just some subjective things. Not to mention some people around here consider 7 wave games as "beating HOE" and all their games are in 10 waves which have double FP spawn on wave 7 and 10 (not 8 or 9 because reasons) and triple amount of Scrakes? And people complain here about nobody use mic when they dont even share the same language.

When the tactic page on this forum is still talking about "how to deal with Scrakes without circling/dodging" and you see what they are doing on reddit/steam group then may be you should consider stop camping in this forum and take a look outside.

And why HOE player's opinion matters? Because HOE players figure out the game, they break the game. If HOE tactic is used on lower difficulty, it totally destroys them. You body spam a scrake with AA12? Now try EMP + headshot, normal/hard scrake dies in 2 seconds. Fleshpound cant even finish his rage animation.
 
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polomi

Member
May 20, 2015
49
1
8
@Ramm-Jaeger: Thanks for your interest. The specific bugs that you listed many of us could discuss in a lot of details but it has mostly already been done so in the bug report section of the forum, even though there is a lot of noise data over there. If you think that a more organized and detailed effort is needed to solve this, it can be done. The only reason they're in this document is to remind you of which ones are the most gameplay affecting and that still aren't fixed.

I know a large amount of players with varied playstyles. I could explain and illustrate the various things that are currently done in KF2 (which I already did in v1008 over here but it is of course outdated), what people usually like (because yes there are things that they do like!) and what they don't. This could all be illustrated with videos (with the benefit that it could also be shared with everyone else), or I could organize games with people who I think are awesome players and let them demonstrate this to you ingame.

If TWI really becomes open to learn about how the community plays the game and what they think about it, then of course many people would be willing to help. However, I hope that such a relationship can be built to last and not as a one-time thing.

How does one find 25 best players of Killing Floor I have met very good players before but have no clue whether they are the best or not? I would like to know how you found the best players so i can decide whether or not their opinions even matter. Also as said previously why would tripwire listen to 25 people who have the time to invest 2000 hours into their game to become the"best" im not saying their opinions dont matter but if i was them I would rather listen to a group of 250 random people with at least 100 hours in the game rather than 25 people who have spent 2000. Its not about making the best players happy but about making the most people happy(from a business standpoint) .
Hey, happy to answer this. I already mentioned this but the answer is that if we want to be accurate, we can't speak of the best. You can never know that anyone is the best with certainty especially in a non-competitive game where it doesn't even matter. I used this wording as a shortcut to say something that means more or less "the guys I know who play extremely well, and I know a lot of people from all over the word and I spent some effort to find the really good ones, so they're at least really good". Maybe there are better guys somewhere, I still very often meet some of the "best" players that I didn't know of before. I think I mentioned that I met like about 10 new ones that were willing to help with feedback since that old document happened. If you want some concrete info about what they can do: some of them win on Commando HoE long solo+2faked and do well with 3faked. Pretty much all of them can consistently win a HoE long game with a team of 6 Commandos or any team composiiton without any of the very strong/overpowered elements (no medic, no MWG, no Nuke, etc). Things like that. So can't say with absolute confidence that they're the best, but I hope you get the idea, I never mean the best literally because it obviously doesn't make any sense in the context of KF2.

@Greenbacks: Thanks for your suggestions! There are probably many people who'd agree with you, and many of the ones involved in creating this document in the first place would have changed many things in it since it was written. It is quite old now.

The rest of this message isn't addressed to anyone in particular, but some recurring points that come and go in the topic.

Several people asked why some of us think that balance should be focused primarily on HoE. Here is my answer, which is only my personal opinion.

Think of adjusting balance like of adjusting the position of a point in a high dimensional space where each dimension, or each axis if you want, represents one variable relevant to the game's balance. Say one axis could be the damage dealt by a given weapon for example, and there are many many different variables to adjust.

For the case of Normal difficulty, if you want to find a good balance, you basically look for a position of that point in this space which results in the game being fun to play. Not every position will work, for instance, you can't make damage absurdly low or high, because there are constraints on what works in the game and what doesn't. Too low damage doesn't work because you feel powerless and can't win, and too high damage doesn't work because the game becomes trivial and boring. So you can't actually put the point anywhere in the space, there is a small region of the space inside which things work, and outside of it they don't.

Then you want to balance Hard difficulty. We again have to find a good position in this space, but we're talking about the same space, because the same variables are involved, for example weapons deal the same damage regardless of difficulty. However, on Hard, the game is harder: Zeds are faster, more powerful and more resistant. So the constraints on the location of this point are tighter and restrict more possibilities, you can only explore a smaller region of the whole space. And here is the crucial part: this smaller allowed region for Hard is contained in the region that works on Normal. This is easy to understand by realizing that a tactic that works on Hard will also work on Normal, and actually even more so because it will be easier to perform. But some tactics that work on Normal would not work on Hard, it could be for many different reasons such as for examples the Zeds being too fast to let you perform that tactic. In other words, it is possible to find a position in the space where the game will be balanced on Normal but not balanced on Hard. Whereas if you put the point inside the allowed region for Hard, it will still also be in the allowed region for Normal.

The same goes for Suicidal's allowed region which is contained in Hard's, and HoE's which is in Suicidal's. Like Russian dolls.

HoE is the difficulty which has the most constraints and restrictions on what the variables can be. So, if you find a good location for the point inside the allowed region for HoE, it's actually guaranteed that it is also inside the allowed region of every other difficulty too.

Now, this is nice, but things are a little more complicated. There are variables which do not belong in this space because they are unique to each difficulty, such as Zed's health, speed, and so on. So each difficulty needs to have some individual adjustments in addition to the universal variables I talked about until now. So, it is true that every difficulty needs to be given its own special attention and care. However, for the universal variables that are difficulty independent, the only way to balance the game is to do it on HoE. If you were to try to balance primarily for any of the lower difficulties, the worst case being Normal, you'd constantly have to worry whether the position of the point is outside of the regions allowed for higher difficulties, you'd be blindly moving around, hoping to not break anything for the higher difficulties, having to double check everything all the time. It would likely result in a mess similar to what HoE is now.

Here is a picture to illustrate.

That being said, I'm not a game designer, programmer or developer. I don't know the theory of balance, probably some clever people already figured it out better than me. I still think this reasoning is solid though. Let me know what you think.

EDIT: No internet at home at the moment, contacting ISP to fix this, sorry for slow replies.
 
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moleculo

FNG / Fresh Meat
Mar 2, 2013
768
0
0
@Ramm-Jaeger: The idea of playing with some HOE veterans to discuss things is nice, but also kinda one-sided really. I don't consider myself invested enough for that sorta thing right now, but I think having a look at this thread would give some good insights on what the ol' KF1 did better and how to make the core gameplay more engaging in the long run.
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
I saw that you and Pol are friends so I don't know how much of this has been discussed already but...

- Disconnecting and reconnecting to farm Dosh still works 1 time
Can you describe what this is in detail?

The fact that after you clear the wave, drop all your dosh reconnect to the game and you're still given the starting dosh for the wave. This has been tinkered with by limited respawn for 30s IIRC? Thus effectively giving you one time to do it.

- Zeds aggroing on players standing on dead bodies breaks AI (video)
Does this work in multiplayer? I assume that it would not, since in MP dead bodies disappear instantly on the server.

It still works online, especially if the BSKs are in the frontline and they are the only ones killing thus creating a floor of dead bodies in front of them.

The other issue is that due to the way targetting works, it is very possible to just block large ZEDs (if they had been spawned to target players behind). Thus effectively ignoring the BSK in front of them and just walking around trying to get to the players behind.

- Ammo disappearing from mag when switching weapons
Can you add more detail to this?

This just happens way to frequently to not notice. For the highest reproducibility, run a dedicated server play a wave normally or even during the wave and switch weapons, you will eventually notice that the gun you just reloaded is missing anywhere from 1-18 bullets. This can even give you free ammo if you run out completely and it occurs. I've had SCAR get 5 ammo before. One of the highest ways that I notice this is MED AR or any COM weapon with large mags enabled. Offline doesn't seem to happen as much, so must be a network related issue.

*To give you an example of what the player base means when we say current meta or the BSK wall/Nuke combo is this https://www.youtube.com/watch?v=qkrr0OIZVWo

This is a video of my friend Sima basically showing the BSK wall + MED armor regen + DEM Nuke current metagame. This is what public HoE games have been reduced to. The left BSK is afk with a click macro, I'm sure a lot of us aren't happy that you can AFK clear HoE when you had to work for it in KF1.
 

Dolphi123

FNG / Fresh Meat
May 16, 2015
27
1
3
Canadia
Hey, happy to answer this. I already mentioned this but the answer is that if we want to be accurate, we can't speak of the best. You can never know that anyone is the best with certainty especially in a non-competitive game where it doesn't even matter. I used this wording as a shortcut to say something that means more or less "the guys I know who play extremely well, and I know a lot of people from all over the word and I spent some effort to find the really good ones, so they're at least really good". Maybe there are better guys somewhere, I still very often meet some of the "best" players that I didn't know of before. I think I mentioned that I met like about 10 new ones that were willing to help with feedback since that old document happened. If you want some concrete info about what they can do: some of them win on Commando HoE long solo+2faked and do well with 3faked. Pretty much all of them can consistently win a HoE long game with a team of 6 Commandos or any team composiiton without any of the very strong/overpowered elements (no medic, no MWG, no Nuke, etc). Things like that. So can't say with absolute confidence that they're the best, but I hope you get the idea, I never mean the best literally because it obviously doesn't make any sense in the context of KF2.

This makes a little more sense now but still my stand tripwire shouldnt care what 25 good people think. They should care about what 20000 average people think. If they only cared about the good players they should just remove all difficulties except HOE and add a harder difficulty called RIP where all zeds are invisible and HAns spawns every round to give these good players a challenge. Once again i will say im not trying to be rude and im also not saying these 25 players dont matter. It would be nice to only care about us loyal players but from a business standpoint you ave to tend to the masses.
 

moleculo

FNG / Fresh Meat
Mar 2, 2013
768
0
0
This makes a little more sense now but still my stand tripwire shouldnt care what 25 good people think. They should care about what 20000 average people think. If they only cared about the good players they should just remove all difficulties except HOE and add a harder difficulty called RIP where all zeds are invisible and HAns spawns every round to give these good players a challenge. Once again i will say im not trying to be rude and im also not saying these 25 players dont matter. It would be nice to only care about us loyal players but from a business standpoint you ave to tend to the masses.
They should care what anybody with a good suggestion thinks, and frankly, 25 good people have good chances of coming up with good ideas. Compile those into one good document and you have a good piece of feedback, which, by its merit of being a good piece of feedback, should be taken seriously.