got almos 2k hours on Steam, and I've been playing since 2017 KF2 and previously 2010 KF1.
Seen the decline and lowered quality of content in KF2 since the time they made Elysium as official map.
Hope that KF3 is nothing like KF2
The cheap difficulty tactics that KF2 employs make the game more of a chore, than a game than can be enjoyed, many times Tripwire did balances and patches to punish players who kite around the map, well, first of all, if Tripwire wasnt a fan of spawning zeds on top of your head, under your feet or around the corner in a blind spot then players would hold in a spot.
Plyers kite because they are forced to do it, since whenever you decide to holdout in a spot the game has a prefference of spawning Zeds around the nearest corner, each map is riddled with narrow useless corridors with the sole purpose of creating the most corners possible to make the most zed spawns around the corner o teleportations behind a wall. Also narrow corridors are like that because Tripwire loves to teleport Bloats, Rioters, Husks or Gorefiend to block your way, the purpose to desing a map just to prevent players from navigating around it without any nuisance, on the contrary, not only the corridors are narrow but they are also riddled with props like boxes and other useless stuff to block your way, especially usefull to cover Crawlers or Stalkers, even reducing player vision and scaling to the Zed side.
If narrow corridors with many corners that spawn zeds at blind spots, with props that try to block player's path making some sort of prop-zed barricade, the Developers also had the amazing idea to add zed spawns on the floor and on the roofs, on the last map, Castle Volter, zeds burst from the floor and there is no visual information that tells the player that is a spawn, I also dont understand what is the fixation on adding so many spawns on floor for slasher,clots and cysts, spawns on walls for crawlers, and holes in the ceiling for stalkers, if they are also fans of spawning zeds from the nearest corners, here is a tip, just dont spawn zeds from around the corner, it is really cheap, and spawn points can be less toxic, there is a reason why people create mods like "Controlled Difficulty" to make the game fair and Zeds not spawning down your feet, or falling on top of your head.
I really hope KF3 is nowhere near like KF2 because KF2 looks like it was made by people who hate to see the players having fun honestly, and it is frustrating to experience constantly a game that conspires against the player with cheap tactics and call it "difficulty". Even the mod community seem to know more about the game, give those guys a job, contract the players who created Controlled Difficulty, get rid of zed spawning in the nearest corner, make a safe-zone around the player where zeds cannot spawn, and you will se your game will be a success.
Seen the decline and lowered quality of content in KF2 since the time they made Elysium as official map.
Hope that KF3 is nothing like KF2
The cheap difficulty tactics that KF2 employs make the game more of a chore, than a game than can be enjoyed, many times Tripwire did balances and patches to punish players who kite around the map, well, first of all, if Tripwire wasnt a fan of spawning zeds on top of your head, under your feet or around the corner in a blind spot then players would hold in a spot.
Plyers kite because they are forced to do it, since whenever you decide to holdout in a spot the game has a prefference of spawning Zeds around the nearest corner, each map is riddled with narrow useless corridors with the sole purpose of creating the most corners possible to make the most zed spawns around the corner o teleportations behind a wall. Also narrow corridors are like that because Tripwire loves to teleport Bloats, Rioters, Husks or Gorefiend to block your way, the purpose to desing a map just to prevent players from navigating around it without any nuisance, on the contrary, not only the corridors are narrow but they are also riddled with props like boxes and other useless stuff to block your way, especially usefull to cover Crawlers or Stalkers, even reducing player vision and scaling to the Zed side.
If narrow corridors with many corners that spawn zeds at blind spots, with props that try to block player's path making some sort of prop-zed barricade, the Developers also had the amazing idea to add zed spawns on the floor and on the roofs, on the last map, Castle Volter, zeds burst from the floor and there is no visual information that tells the player that is a spawn, I also dont understand what is the fixation on adding so many spawns on floor for slasher,clots and cysts, spawns on walls for crawlers, and holes in the ceiling for stalkers, if they are also fans of spawning zeds from the nearest corners, here is a tip, just dont spawn zeds from around the corner, it is really cheap, and spawn points can be less toxic, there is a reason why people create mods like "Controlled Difficulty" to make the game fair and Zeds not spawning down your feet, or falling on top of your head.
I really hope KF3 is nowhere near like KF2 because KF2 looks like it was made by people who hate to see the players having fun honestly, and it is frustrating to experience constantly a game that conspires against the player with cheap tactics and call it "difficulty". Even the mod community seem to know more about the game, give those guys a job, contract the players who created Controlled Difficulty, get rid of zed spawning in the nearest corner, make a safe-zone around the player where zeds cannot spawn, and you will se your game will be a success.