I know KF isn't going to just be the mod thrown on steam and costing money.
I know things are being improved. But seeing how there is no changelog, videos, and so on, I don't know what. So I'm just going to say my gripes with my mod, and how I wish they were improved.
My biggest problems are with the difficulty, immersion, and zombie behavior.
Invisible Walls, Spawning.
This is just.. UGH. We shouldn't have any more invisible walls in 2009. They've been done away with in almost every recent game.
One thing that is really lacking I think is specific pathing for specific specimens.
The biggest problem of all is how they behave.. This is a coop game, the AI and behavior needs to be good. :\ The mod really lets me down with this. In interviews and stuff TW mentioned it being scary but in the mod.. I haven't been scared at all, just annoyed some times.
Sometimes it feels like an MMO, where you're fighting that giant boss. You just keep pressing your buttons, slowly dropping it's health one percent at a time. I really hate this.
I hadn't played the mod until now, so when I heard about welding in the interview I thought that sounded AWESOME. Playing the mod, it's not. I hope this isn't the case with retail.
Sprinting and moving slower backwards would be nice. But some diehead KF people might not like sprint. Everyone would love some tactical dismemberment though.
I know things are being improved. But seeing how there is no changelog, videos, and so on, I don't know what. So I'm just going to say my gripes with my mod, and how I wish they were improved.
My biggest problems are with the difficulty, immersion, and zombie behavior.
Invisible Walls, Spawning.
This is just.. UGH. We shouldn't have any more invisible walls in 2009. They've been done away with in almost every recent game.
It's a big flaw, in my opinion, with how zombies apear from around some corner, the same place, every time.
Why can't they come from an inaccessible area?
Maybe coming out from the 2nd story of a house which stairs are broken, so you can't get into.
Maybe over a hill which is too high to get to.
Maybe down from a busted overpass you can't get to.
So on.. L4D did this good.
Why not.. just from ANYWHERE you can't see? You have culling in the engine to not show non-visible places, why not spawn zombies just in places that aren't visible? That's the best solution, but was probably just something that couldn't really be don't with modding.
Random Spawning, smarter spawning
I feel like this is something that's kind of obvious to add in and goes without saying, but I'll say it anyways.
It's so predictable right now with the spawning in the mod. They spawn at these predetermined spots, in predetermined numbers.. (Maybe it's my imagination, but they actually seem to all spawn at the closest location? Or maybe it's that a new wave doesn't spawn from a location until the specimens it last spawned are killed. So when you kill them all from a location, they spawn soon there, while the owns spawn far away haven't been killed?)
How about changing it up to none spawning at a location sometimes?
And the furthest away spots shouldn't spawn any and take ages to reach people.
Really it'd be nice if specimens often spawned at not a location around, but just nearby places where aren't visible, like in just a room or two away. Though that could cause problems if they spawn in a room with all doors welded.. doesn't make sense then.
Not only that, but if people survive a wave with no one taking a single hit, why not spawn double the amount of specimens at a certain spot(but not more in the wave)? Mixing it up and such.
Unique Pathing.Why can't they come from an inaccessible area?
Maybe coming out from the 2nd story of a house which stairs are broken, so you can't get into.
Maybe over a hill which is too high to get to.
Maybe down from a busted overpass you can't get to.
So on.. L4D did this good.
Why not.. just from ANYWHERE you can't see? You have culling in the engine to not show non-visible places, why not spawn zombies just in places that aren't visible? That's the best solution, but was probably just something that couldn't really be don't with modding.
Random Spawning, smarter spawning
I feel like this is something that's kind of obvious to add in and goes without saying, but I'll say it anyways.
It's so predictable right now with the spawning in the mod. They spawn at these predetermined spots, in predetermined numbers.. (Maybe it's my imagination, but they actually seem to all spawn at the closest location? Or maybe it's that a new wave doesn't spawn from a location until the specimens it last spawned are killed. So when you kill them all from a location, they spawn soon there, while the owns spawn far away haven't been killed?)
How about changing it up to none spawning at a location sometimes?
And the furthest away spots shouldn't spawn any and take ages to reach people.
Really it'd be nice if specimens often spawned at not a location around, but just nearby places where aren't visible, like in just a room or two away. Though that could cause problems if they spawn in a room with all doors welded.. doesn't make sense then.
Not only that, but if people survive a wave with no one taking a single hit, why not spawn double the amount of specimens at a certain spot(but not more in the wave)? Mixing it up and such.
One thing that is really lacking I think is specific pathing for specific specimens.
Take crawlers for instance.. Why don't they jump up onto big pipes that are over a hallway? Why don't they go through vents and such? The pathing should tell certain specimens AI to take different paths SOMETIMES. Like for crawlers tell half of them to follow normal paths, half to take specific paths.
There could be ledges up high that they walk on that the other zombies can't jump to. There should be places too small for others to use, or for players to use, that they use.
AI Behavior.There could be ledges up high that they walk on that the other zombies can't jump to. There should be places too small for others to use, or for players to use, that they use.
The biggest problem of all is how they behave.. This is a coop game, the AI and behavior needs to be good. :\ The mod really lets me down with this. In interviews and stuff TW mentioned it being scary but in the mod.. I haven't been scared at all, just annoyed some times.
Movements.
Why don't fleshpounds crouch? On some maps, granted custom ones, fleshpounds get stuck on stairs and small openings because they're too tall. They should crouch when this happens.
And climbing. RO has that great weapon resting thing, detecting edges. Couldn't this code be reworked for zombies to detect things low enough for them to climb over, and they do a crawling animation to get over it? Or in crawlers case, leaping over.
One thing that annoyed me is that in like none of the maps you can't crouch-jump onto things. I imagine this is because if you could, you could get up where zombies can't attack you, because they're really stupid with attacking things above them.. If zombies could climb, this isn't a problem.
They should climb over anything that is in arms reach..
It's another thing L4D did right. You aren't safe getting up on a car. I'm sure some of TW might hate L4D comparisons, but they did the behavior and AI pretty good.
Run where I'm going to be, not where I am.
It just looks sort of silly.. Zombies should go to where you're going to be, not where you are at the time once they get sort of close.
Headshottttt
Right now when you shoot off zombies heads.. like with biles they can't use their bile. That's cool and all, but... it's just kinda lame now. :/
I love that you can shoot off their heads and they still live. I just don't love how they can still see you, hear you, smell you and such.
They don't ACT like their heads are shot off. They just look like it.
They should freak out, like insects do when you cut their heads off. They should just attack non stop around them(hitting other specimens too), and sprint at the direction they where moving. But they shouldn't know where you are. They should just go blindly berserk.. which would be bad when you're right by them, or it's a narrow hallway where when they charge they can't miss you.
Of course that's bad, but it's good that you did a bunch more damage with the headshot. And eventually(like 20 seconds or something?) they should just die from the headshot even if you don't do more damage. It's more tactical that way "hey we can save ammo by getting headshots and then hiding".
Of course, more dismemberment would be good.
Source engine lacks hit detection. UE2 has good ones. (Doesn't RO have amazing hit detection?.. Like you can shoot between legs and stuff?)
Shoot a bloats stomach and it erupts lots of bile out in front of it. Headshot it, and it shoots out above it from its neck and falls to the ground around it. Kill it with legshots and armshots, and no bile. But maybe you WANT it to bile to damage specimens around it? Just not when it's close to you.
And gorefasts.. shoot off it's arm and it can't damage you much. Shoot its legs and it can't sprint. So on. That stuff would be so great. :/
You'd want to shoot the Scrake's arm off too.
Off course even if shooting off more than heads is possible.. it's lots of animations to do, lots of code for the changing their attacks. But damn it'd be cool.
Widdling away piece by peice..Why don't fleshpounds crouch? On some maps, granted custom ones, fleshpounds get stuck on stairs and small openings because they're too tall. They should crouch when this happens.
And climbing. RO has that great weapon resting thing, detecting edges. Couldn't this code be reworked for zombies to detect things low enough for them to climb over, and they do a crawling animation to get over it? Or in crawlers case, leaping over.
One thing that annoyed me is that in like none of the maps you can't crouch-jump onto things. I imagine this is because if you could, you could get up where zombies can't attack you, because they're really stupid with attacking things above them.. If zombies could climb, this isn't a problem.
They should climb over anything that is in arms reach..
It's another thing L4D did right. You aren't safe getting up on a car. I'm sure some of TW might hate L4D comparisons, but they did the behavior and AI pretty good.
Run where I'm going to be, not where I am.
It just looks sort of silly.. Zombies should go to where you're going to be, not where you are at the time once they get sort of close.
Headshottttt
Right now when you shoot off zombies heads.. like with biles they can't use their bile. That's cool and all, but... it's just kinda lame now. :/
I love that you can shoot off their heads and they still live. I just don't love how they can still see you, hear you, smell you and such.
They don't ACT like their heads are shot off. They just look like it.
They should freak out, like insects do when you cut their heads off. They should just attack non stop around them(hitting other specimens too), and sprint at the direction they where moving. But they shouldn't know where you are. They should just go blindly berserk.. which would be bad when you're right by them, or it's a narrow hallway where when they charge they can't miss you.
Of course that's bad, but it's good that you did a bunch more damage with the headshot. And eventually(like 20 seconds or something?) they should just die from the headshot even if you don't do more damage. It's more tactical that way "hey we can save ammo by getting headshots and then hiding".
Of course, more dismemberment would be good.
Source engine lacks hit detection. UE2 has good ones. (Doesn't RO have amazing hit detection?.. Like you can shoot between legs and stuff?)
Shoot a bloats stomach and it erupts lots of bile out in front of it. Headshot it, and it shoots out above it from its neck and falls to the ground around it. Kill it with legshots and armshots, and no bile. But maybe you WANT it to bile to damage specimens around it? Just not when it's close to you.
And gorefasts.. shoot off it's arm and it can't damage you much. Shoot its legs and it can't sprint. So on. That stuff would be so great. :/
You'd want to shoot the Scrake's arm off too.
Off course even if shooting off more than heads is possible.. it's lots of animations to do, lots of code for the changing their attacks. But damn it'd be cool.
Sometimes it feels like an MMO, where you're fighting that giant boss. You just keep pressing your buttons, slowly dropping it's health one percent at a time. I really hate this.
This isn't difficulty. It's boring.
Difficult is landing perfect shot after shot as fast as you can fire your gun.
Picking away at something with a billion health isn't difficult. It's just repetition. It's boring.
I really wish you had to outsmart the scrakes and gorepounds, not just dump a ton of ammo into them. All it means is that you have to have a ton of distance and people all focusing on them. :/ If that's how retail is still going to be.. I'll be pretty disapointed.
I wish they where harder because of what they can do, how they behave. Why don't fleshpounds bust holes through walls to let gorefasts pour in out of no where? (Of course, holes just placed there by mappers, not red faction stuff.) Or make welded doors actually work (zombies should find other routes, not the welded doors just take a while to destroy them :/) but fleshpounds bust through them easily. And the fleshpounds then hide behind other zombies to use them as shields, so if you want to defeat them you need to get things out of their way fast. They're just.. big, dumb damage sponges. That's just not difficulty..
Welding.Difficult is landing perfect shot after shot as fast as you can fire your gun.
Picking away at something with a billion health isn't difficult. It's just repetition. It's boring.
I really wish you had to outsmart the scrakes and gorepounds, not just dump a ton of ammo into them. All it means is that you have to have a ton of distance and people all focusing on them. :/ If that's how retail is still going to be.. I'll be pretty disapointed.
I wish they where harder because of what they can do, how they behave. Why don't fleshpounds bust holes through walls to let gorefasts pour in out of no where? (Of course, holes just placed there by mappers, not red faction stuff.) Or make welded doors actually work (zombies should find other routes, not the welded doors just take a while to destroy them :/) but fleshpounds bust through them easily. And the fleshpounds then hide behind other zombies to use them as shields, so if you want to defeat them you need to get things out of their way fast. They're just.. big, dumb damage sponges. That's just not difficulty..
I hadn't played the mod until now, so when I heard about welding in the interview I thought that sounded AWESOME. Playing the mod, it's not. I hope this isn't the case with retail.
For one, a lot of maps don't really even support this.
The ones that do, the zombies still take their normal path to you, and destroy the doors. You can't shoot through them or anything. There aren't like any windows usually on the room you're in, or any windows on the door. On some maps the doors have holes, but up really high where you can't shoot the zombies, only throw a grenade through if you have good aim with them.
If you weld a door shut.. they should take another path until you get to fleshpounds that can knock them down.
But even still, it'd be nice to really baricade yourself in. It'd be cool if welding was more like garry's mod welding, where you can find metal things on the map and use them to strengthen doors to something fleshpounds would give up on.
I guess that's it besides stuff with weapons.The ones that do, the zombies still take their normal path to you, and destroy the doors. You can't shoot through them or anything. There aren't like any windows usually on the room you're in, or any windows on the door. On some maps the doors have holes, but up really high where you can't shoot the zombies, only throw a grenade through if you have good aim with them.
If you weld a door shut.. they should take another path until you get to fleshpounds that can knock them down.
But even still, it'd be nice to really baricade yourself in. It'd be cool if welding was more like garry's mod welding, where you can find metal things on the map and use them to strengthen doors to something fleshpounds would give up on.
Sprinting and moving slower backwards would be nice. But some diehead KF people might not like sprint. Everyone would love some tactical dismemberment though.