Few suggestions/fixes almost for KF.

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
Here's just a few suggestions, up for discussion of course. Things noticed through 300+hrs of gameplay.

Weapon bug

When purchasing dual Handcannons, why does the player have to reload for the ammo value to change to full instead of the equiv. of a single HC? (tiny I know).

Weapon suggestions

When a weapon is totally empty, why not move it to the bottom of the weapon stack? E.g. Support Specialist lvl6. AA12+ Hunting, the AA12 is out, but you go to switch to the Hunting by pressing 4, you were previously healing yourself just, the delay of pressing 4 twice can sometimes result in trouble with Zeds.

Suggestion from Yuki:
If not permanent, atleast make it an option in the settings.

Mentioned a lot, for good reason; Pipe Bomb expense. It is a little steep for a weapon that is purely conditional; I can understand due to it's power, but not it's appliance.

Another possible option for the settings could be pairing weapons to their perks in the weapon stack. Say for instance you're Commando, you have an AK or Bullpup + an M79; make the paired weapon at the top of the stack, at the moment the M79 would be at the top of the stack. Thank TheJimTimMan for that clever one.

Server admin suggestion

Also, an suggestion for all server admins; what about blocking people based on their Steam hash? Because IP can be difficult with most users having dynamic IP's and users with special symbols in their names often failing to be kicked/banned e.g. 乂 or Я which appear as code of some sort. This could be in Access Policies of the server, or a protocol for the command "kick" and "kickban", surely it wouldn't be hard to decipher a Steam Hash from a Steam Name.

Also, there is making the symbols elligible in the first place; for those cool characters who use them.

If the blocking system could integrate the reading of the 64-bit user hashes, that'd be great. Or the Steam ID's in the format of STEAM_0:0:0000000, since we imagine that'd be easier to code in with the "STEAM_0" prefix. Yuki again with the latter.



Yeah, they're all fairly small things, but they would improve some areas a fair amount. Any more suggestions, ideas, modifications or feedback greatly appreciated. :D

EDIT: When spectating over players after death, you can view them in 3rd person, sticking to their character, why not have first person view of their screen aswell? Could possibly be pinned to F4, the usual 3rd person toggle. by default watch their 3rd person, pressing F4 would move you to their first person view.
 
Last edited:

kablooie!

FNG / Fresh Meat
Sep 21, 2010
569
294
0
toronto
in spectator, if i press f4 I can sometimes see their view in first person.

as for the odd characters in peoples name, yeah it's annoying but webadmin does the trick.
 
  • Like
Reactions: Sheepy and Benjamin

DDC1234

FNG / Fresh Meat
Jan 20, 2011
239
39
0
Middle of Nowhere
Shot handcannon till it was empty then drop it. I found a another one with default ammo when to pick up other hand cannon. Guess what ammo counter drops to 0/0,WHAAT!!!.
Serious bug with handcannons!!!
The empty weapons switch suggestions 10/10
 
Last edited:
  • Like
Reactions: Sheepy

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
Shot handcannon till it was empty then drop it. I found a another one with default ammo when to pick up other hand cannon. Guess what ammo counter drops to 0/0,WHAAT!!!.
Serious bug with handcannons!!!
The empty weapons switch suggestions 10/10

Just tried emulating that but with a trader bought HC dropped by a friend. Was fine, shall try with a free map-placed one and report back.
 

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
Also, a bug I just found:

Weapon Bug

MAC10, if you hold down fire when the gun is on semi-automatic, then let go after changing it to auto while holding fire still, you can't fire at all until you change back fire mode again. Even reloading makes no difference.

Also some users have reported the gun totally freezing when firing after changing from semi to auto.

EDIT: Also, on the idea of first person camera view when spectating. As kablooie! said, you can see their first person view camera, only, you can't see their weapon or their character at all; only their health, armour, cash and grenades and even the ammo they fire but not their actual weapon or body (also encumberance is locked at 0).
 
Last edited:

DDC1234

FNG / Fresh Meat
Jan 20, 2011
239
39
0
Middle of Nowhere
Sheepy was the hc emtpy and only default ammo in the other one.
Then try buy two drop BOTH and pick up one shoot till empty drop pick up one with ammo then pick up other one.
Also just tested it again no luck bug still there.
 

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
Sheepy was the hc emtpy and only default ammo in the other one.
Then try buy two drop BOTH and pick up one shoot till empty drop pick up one with ammo then pick up other one.
Also just tested it again no luck bug still there.
To see if it's relevant, what level SS are you? Because ammo magazine capacity modifiers might affect me getting it.

EDIT: Got the bug after another try. Infact, here's a video for those who don't quite understand it or need to know the method of triggering it for fixing it: YouTube - Killing Floor Handcannon Ammo Bug
 
Last edited:

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
Video of the bug found with the MAC10 when changing fire mode:
Weapon Bug

MAC10, if you hold down fire when the gun is on semi-automatic, then let go after changing it to auto while holding fire still, you can't fire at all until you change back fire mode again. Even reloading makes no difference.

YouTube - Killing Floor MAC10 Shooting Bug
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
The Dual Handcannon bug a bit more precise:

Quick summary:
When you pick up a second Handcannon, you will only get the ammo from the one you just picked up. The ammo you had on your first single one, gets completely ignored :/

With examples:
Let's say you have a HC on you. That one has 40 bullets. That is pistol A. Then you have a HC on the ground. That one has 20 bullets. That is pistol B.
If you have A in your equipment, and then pick up pistol B, you will now only have the 20 bullets of the newly picked up pistol B! The ammo on pistol A vanishes completely!
So picking up a new HC completely ignores your previous pistol's ammo :/
 

Stephen

FNG / Fresh Meat
Mar 25, 2011
568
242
0
53
Ch
I wish there was a way to turn off the ability to pick up a second pistol; they're so hard to see and I often run over them by accident and so you automatically equip them. I never want to use dual pistols (9mm or HC) because they're infinitely less useful than the headshotters dream that is a single well-aimed pistol at medium range.
 

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
The Dual Handcannon bug a bit more precise:

Quick summary:
When you pick up a second Handcannon, you will only get the ammo from the one you just picked up. The ammo you had on your first single one, gets completely ignored :/

With examples:
Let's say you have a HC on you. That one has 40 bullets. That is pistol A. Then you have a HC on the ground. That one has 20 bullets. That is pistol B.
If you have A in your equipment, and then pick up pistol B, you will now only have the 20 bullets of the newly picked up pistol B! The ammo on pistol A vanishes completely!
So picking up a new HC completely ignores your previous pistol's ammo :/

Oh, I didn't think the bug extended that far (or would be so damn obvious to go through this far). My apologies on that.


And yes Stephen, my thoughts exactly, I think that's a genuine suggestion for the next update. :D
 

Legendary

FNG / Fresh Meat
Apr 8, 2011
11
1
0
I experienced a bug with the Hunting Shotgun. I had the shotgun equipped and had dropped the HS, so I could use the AA12. As a level 6 Support you'll have 62 shells, but when I picked up the HS again it only contained 48. So I had lost ammo without using it.

This might look rather vauge since I have no pictures or videos, but it happened.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
I experienced a bug with the Hunting Shotgun. I had the shotgun equipped and had dropped the HS, so I could use the AA12. As a level 6 Support you'll have 62 shells, but when I picked up the HS again it only contained 48. So I had lost ammo without using it.

This might look rather vauge since I have no pictures or videos, but it happened.

That's not a bug. That's because a dropped weapon's maximum ammo is set to the BASE maximum value, and for the HS that is 48.
 

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
0
KF-Shropshire
@Legendary That's the maximum ammo bug; that's because when you drop the weapon it will drop it's max ammo to that of default. If you're a higher level SS, you will gain a % more max ammo, lower to which it drops when you drop the weapon.