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Ideas for KF2, which we'll probably never see anyway :)

If you ask me. when killing floor dies and a new kf2 is getting released I bet TWI will make Killing floor "free to play" (just like dwarfs?!) I think TWI will never give up the litle awzm kf1 game.

tho I think kf1 was made straight out of pure luck :p just hope they will be just as lucky on how kf2 turns out :3
 
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If you ask me. when killing floor dies and a new kf2 is getting released I bet TWI will make Killing floor "free to play"

I agree. From a business standpoint it's a great idea. The customer base becomes; (hypothetically of course)

1.People that never were going to buy KF, got it free, and as a result there is a chance they will buy DLC that otherwise would not have been purchased.

2.People that already own KF will wonder if the grass is greener on the other side (KF2)

3.People that never wanted KF2 but are now stuck with a DLC frankenstein game faintly resembling it's former glory who decide that KF2 can only be better and gamble on it.

I know the above doesn't include everyone. These are just what come to mind if I picture this game becoming f2p and KF2 being a reality.


If KF2 does get made, it will be in UE3 since we in the modding community are pretty much getting screwed with technical limits and other things with UE2.5

Oh god I would hope so. The current editor is so sensitive and likely to crash out.
I don't need or particularly want the best graphics for KF2, just a boost to what can be done would be a welcome change.
 
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Honestly, the only things I can think of to add to a KF2 are new game modes.

Because while new weapons help, it's kinda hard to keep a game alive with just one game mode. Not saying Tripwire should go CoD on everyone's *** and have twelve thousand game modes, where everyone only plays two of them and the rest wither and die, but a few different variations that keep in the KF spirit would be nice.

For example...

Originally it was a brutal teamwork survival horror that required coordination with your team, understanding of class limiations and a healthy dose of both skill and luck to make it through the wave. To put it simply the ball felt like it was in the specimens court and you were on the back foot, you might kill alot more of them, but you felt like it was oly a matter of time before you got overwhelmed.

Now it more feels like specimens are at a massive disadvantage, where it is up to the player to make a huge mistake in order for the specimens to break through. The game seems to have shifted to jsut seeing who can kill the most targets before the game ends.

What if we embraced what KF used to be, and what is "feels" like now to make two different game modes?


Survival - A classic co-op KF experience, enemies are difficult to kill, classes have restrictions so no one can do everything and anything, and it's gonna be hell to try and survive.

Bounty Hunters - Screw surviving, in the apocalypse, there's still gonna be a few greedy bastards out for profit. This is a competitive game mode, where you can't kill your competitors. Everyone plays as a Bounty Hunter, out to make a profit off of the apocalypse by collecting the bounties on the specimens set by the British government. After 20 minutes, the chap with the most dosh wins. Of course, there'd have to be a few changes in this game mode to make it work; adjustment of money from specimens to make sure it's balanced for one.
I also imagine that instead of there being "waves" there would just be enemies that poured in constantly as the game keeps going on. Trader time is all the time, so you need to buy stuff as quickly as possible to get an edge on your competition (thankfully the trader has automated sentries to protect you while you shop. Any enemies killed by these turrets confer no bounty or assist bounties)
Also, you respawn on a set timer into a trader room (keeping your previously bought weapons). However, you can buy back into the game for a sizable amount of dosh if you prefer.

Also, a freaking tutorial mode, please.
 
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Bounty hunter mode sounds suspiciously like the Zombie Riot/Zombie Hell plugin for Counter Strike Source. It's a pretty good idea, but I switched to playing KF almost exclusively BECAUSE it's a perfection IMO of the ZRiot/ZHell idea. Maybe if there is a hardcore flag set that disallows player respawns, it might work.

I also wouldn't mind seeing a perspective flip PvP mode where one player controls the Zeds in an RTS style interface while 6-10 survivors try to survive a set amount of time.

An invasion/defense mode would also be great, where the goal is not to survive, but to protect an important structure. Kind of like the Stronghold mod for Doom 2.

A new perk class would be nice too, perhaps one that is focused on building turrets, support structures and traps. Wear light armor that caps at 50, experiences double recoil when firing guns and has their combat knives replaced by a large spanner, but has the same carry limit perks as the support specialist and has the speed bonus perk of the medic. The idea is that those structures are very powerful, but fragile, and needs to be constantly repaired and maintained by the engineer, the engineer also takes slightly more damage and is just as fragile.
 
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Bounty hunter mode sounds suspiciously like the Zombie Riot/Zombie Hell plugin for Counter Strike Source. It's a pretty good idea, but I switched to playing KF almost exclusively BECAUSE it's a perfection IMO of the ZRiot/ZHell idea. Maybe if there is a hardcore flag set that disallows player respawns, it might work.

I have actually never played that mod, or CS:S for longer than 2 hours, so that's actually a coincidence, believe it or not. However, I don't really think a hardcore flag is needed... hell, if a team wipes, that's it. No wave respawn at all like in most other games.

I also wouldn't mind seeing a perspective flip PvP mode where one player controls the Zeds in an RTS style interface while 6-10 survivors try to survive a set amount of time.

A mode like this brings up several questions. Like how would you get resources? How would it differentiate itself from other RTS's? How long will it last? Will this also mean every single community map will have to add in special features so that their map is compatible with this game mode?
In short, it seems like a lot of trouble for a game mode that probably wouldn't fit. As far as "survive as an FPS squad vs an RTS commander" I'm fairly certain Natural Selection already has that covered very well. It sounds nice and simple, but blending different genres of games is very very very hard to pull off well. So, just trying the mode in the first place may very well be a gamble on TWI's part.

A new perk class would be nice too, perhaps one that is focused on building turrets, support structures and traps. Wear light armor that caps at 50, experiences double recoil when firing guns and has their combat knives replaced by a large spanner, but has the same carry limit perks as the support specialist and has the speed bonus perk of the medic. The idea is that those structures are very powerful, but fragile, and needs to be constantly repaired and maintained by the engineer, the engineer also takes slightly more damage and is just as fragile.

I don't think there are many people who ever liked the idea of an Engineer class in KF. Mostly because, no matter what class you're playing you're always shooting something. As though one were personally killing things, on a floor perhaps. Turrets work (somewhat) well in TF2 because they have a counter; the spy and the ubercharge who can absolutely wreck it. However, unless they made a special specimen just for sapping turrets, I don't see this working. Also, chances are the turrets are going to be automatic right?
You will royally piss the hell off any sharp, zerker, or anyone else if they're trying to line up a perfect headshot and/or stun lock a scrake when someone's turret goes "HEY GUYS, I WANNA HELP" and rages the enemy and gets everyone murdered.
So, you'd see the class being used a lot on lower difficulties if it were implemented; because "hurrduurrr it kills for me"
but then it'd become basically a bannable offense on many servers on Suicidal up because your turret would get everyone murdered all the time.

....Also, any resources they have towards making a new class should be spent on making a new Trader menu.
 
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I agree. From a business standpoint it's a great idea. The customer base becomes; (hypothetically of course)

1.People that never were going to buy KF, got it free, and as a result there is a chance they will buy DLC that otherwise would not have been purchased.

2.People that already own KF will wonder if the grass is greener on the other side (KF2)

3.People that never wanted KF2 but are now stuck with a DLC frankenstein game faintly resembling it's former glory who decide that KF2 can only be better and gamble on it.

I know the above doesn't include everyone. These are just what come to mind if I picture this game becoming f2p and KF2 being a reality.




Oh god I would hope so. The current editor is so sensitive and likely to crash out.
I don't need or particularly want the best graphics for KF2, just a boost to what can be done would be a welcome change.

If anything, I would want to see the memory limits to be increased 2 GB to anywhere from 4 GB to more than 8 GB or so.
 
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I have actually never played that mod, or CS:S for longer than 2 hours, so that's actually a coincidence, believe it or not. However, I don't really think a hardcore flag is needed... hell, if a team wipes, that's it. No wave respawn at all like in most other games.

It would be very difficult for the team to wipe if they're on a respawn timer that short and if they spawn in with the loadout they died with.

A mode like this brings up several questions. Like how would you get resources? How would it differentiate itself from other RTS's? How long will it last? Will this also mean every single community map will have to add in special features so that their map is compatible with this game mode?
In short, it seems like a lot of trouble for a game mode that probably wouldn't fit. As far as "survive as an FPS squad vs an RTS commander" I'm fairly certain Natural Selection already has that covered very well. It sounds nice and simple, but blending different genres of games is very very very hard to pull off well. So, just trying the mode in the first place may very well be a gamble on TWI's part.

Yes it would take a lot of work, but if TWI plays it right, they would most likely end up with something a lot like the Zombie Master Black Edition mod for Source Engine.

I don't think there are many people who ever liked the idea of an Engineer class in KF. Mostly because, no matter what class you're playing you're always shooting something. As though one were personally killing things, on a floor perhaps. Turrets work (somewhat) well in TF2 because they have a counter; the spy and the ubercharge who can absolutely wreck it. However, unless they made a special specimen just for sapping turrets, I don't see this working. Also, chances are the turrets are going to be automatic right?
You will royally piss the hell off any sharp, zerker, or anyone else if they're trying to line up a perfect headshot and/or stun lock a scrake when someone's turret goes "HEY GUYS, I WANNA HELP" and rages the enemy and gets everyone murdered.
So, you'd see the class being used a lot on lower difficulties if it were implemented; because "hurrduurrr it kills for me"
but then it'd become basically a bannable offense on many servers on Suicidal up because your turret would get everyone murdered all the time.

....Also, any resources they have towards making a new class should be spent on making a new Trader menu.

You make good points, I still think it might work if done right.
 
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There are many things that could be made, but they should be made by order of importance.

First, unreliable hitboxes, unwieldy options and other technical and ergonomical problems should be resolved ASAP, it's paramount.
Then an array of modes would add great value to the software (never-ending waves survival; true rpg mode where perk levels, gear and money can be accumulated; aso).
Perks, weapons and specimens balance in all modes should come next.

At last the graphics can be considered.
 
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Proper hitboxes indeed should be a huge priority. Headshots are a big deal in KF, and there should be some difficulty involved in getting them. The process involved in knowing how to get headshots reliably in KF is extremely unintuitive, though, it's "fake difficulty." In moderation, sometimes these 'unintentional intricacies' can be good for a game, since they can be rewarding to learn, but KF has too much of this for its own good. They're supposed to be headshots, not overtheshouldershots or ifhe'slookingtothesidenippleshots.
On the flip side, other than making headshots intuitive, proper hit detection would make the game more difficult, in a fair and intuitive way. The current hitbox for the bodies are usually way too lenient, being a single upright cylinder that tries to include the arms and head. With proper detection, shooting the air between a zed's legs would be a miss, like it should be. Missing a headshot narrowly would usually mean missing the zed completely, giving uncertain headshots the gamble that they should have, compared to the reliable center mass shot.
If you use the stationary zed spawner on testmap6p, you can easily see that most shots that should be near misses are hits, due to the huge hitbox. Even some shots that are about a foot off target register.

Speaking of "foot off," if they're already at it, making collision detection actually conform to the shapes of zeds' bodies' limbs, bringing back locational damage other than headshots could be worth looking at, although I'd recommend something more gradual in function than the "limb damage threshold = dismemberment" rule that 2009 KF had. I think it could bring a great extra intricacy to the game, if, along with choosing between extra-damaging headshots or easy center mass shots, you could specifically go for speed-weakening legshots or attack-weakening armshots. If they approached this idea carefully, I'm sure it could be balanced. In the worst case scenario, you could make it insignificant in practical play, and it'd still be great for entertainment value.
 
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