I was recommended Killing Floor by a friend early on and loved the game. The perk and leveling system has a great feel paired with the relentless and simple zombie massacre gameplay. And when the demolition/new weapons patch added all it encompassed, it made the game just that much better. However, I'm thinking the game could use either a massive overhaul patch, similar to the level 6 perks/demolitions/tier 3 guns, or (in order to keep the original Killing Floor yet gain the benefits of an overhaul) a dedicated expansion or sequel. For pure shoot em up fun, Killing Floor is amazing, as no titles really hit the zombie apocalypse properly (though some would argue L4D... but the RPG element in Killing Floor is a gamemaker in my opinion). I just want to see the gameplay from Killing Floor expanded to provide more replay value, and I have a hard time imagining it wouldn't be profitable, not if Tripwire has been as willing as they have to patch the game post launch.
Some ideas might be:
Additional classes-
Resupply class, 'ninja' class (something that can avoid or reduce enemy detection), heavier gunner class, just whatever, leveling perks is most of the game for me, and more classes = bigger time (and money) sink
Additional equipment-
If keeping classes from original Killing Floor, add perhaps a semi-automatic high caliber scoped sniper rifle (because not like that is any more broken in theory than the AA-12 or M32), add light machine guns (I'm thinking 7.62mm class, or higher depending on how unrealistic you're willing to make the game, a browning would be amazing, or hell, a MK19), and more of the same, with more pistols, more rifles, more SMGs, more assault rifles, more explosives, more overall goodness. Oh, and weapon attachments would be interesting, though some might feel that's too MW2/BC2 copy'ish, but ACOGs on the SMGs and a scope on the M14 just make sense (and check out the frag 12 shotgun ammunition)
Balancing gameplay to compensate for sheer badassery of the added guns-
At least add some maps with a larger and more open gameplay feel, rather than just holing up and hoping you have enough bullets to survive to the trader. You can't have scope high powered rifles without having mobs to engage with it, and in order to keep said weapons from being TOO broken, add/change existing mobs. Perhaps a flying mob, or focus on smaller mobs being too fast to effectively snipe, or follow trails that are hidden by cover, though a flying mob would make older classes like Commando or Support beneficial still in my opinion.
Balancing leveling up/shop to compensate for sheer badassery of the added guns-
The waves/trader concept is really fun and adds a dimension to the game by requiring the player to be useful or else they don't get any cool guns. But if you added a resupply class and/or the multitude of broken guns that would make me giddy to wield, making waves more overwhelming through either numbers, duration, intelligence, or lack of cover would change the gameplay experience and create an even larger time (and money) sink for the community (or at least me).
Focusing back on distant engagement as a factor-
Now my previous idea basically said screw cover, make them run for their lives! But like when I watch the remake of Dawn of the Dead, and it reaches the part with the gun shop owner across the way and unlimited ammo and a impregnable (and foodless) bunker, I mean that would just be fun. Maybe add buildings with more vertical elements, like spires or watchtowers, or even just climbing on the roof where non-flying zombies can't easily reach. That adds the option of making extreme endurance rounds, but hey, that might be a great online mode. 6 hour long matches where new players join up as players fall back due to a never-ending wave of zombies gradually overtake each and every stronghold, until they find some final means of surviving. I don't know.
In the end, I'm sure Tripwire receives dozens of suggestions from their community, all I'm really saying is add more levels to perks, add more guns, add more OMGWTF guns (because I mean when the M32 and M14 were first added..... it just made the game so much more worth owning and validated my purchase on so many levels) and having an M82A1 or even one of those what the...? 20mm rifles (Google it, you won't regret it,that bullet is insane) Would make the prospect of pwning zombies so intensely seductive, even if I'm told 'Haha! you have to unlock level 8 sharpshooter first nub! Go get 20,000 more headshots NOW!' I'd dust off my handcannon and M14 and get to work.
Anyway, Killing Floor. Fun game. Fun gameplay. So much more potential for continuations if Tripwire decides to continue it.
Just to clarify! I like the original Killing Floor, and in no way believe these updates should be implemented on the original game, because then the original game would no longer exist, and that's no fun! So don't vote 'leave the game along' if you still would like to see a separate game implementing these features on top of the original Killing Floor.
Some ideas might be:
Additional classes-
Resupply class, 'ninja' class (something that can avoid or reduce enemy detection), heavier gunner class, just whatever, leveling perks is most of the game for me, and more classes = bigger time (and money) sink
Additional equipment-
If keeping classes from original Killing Floor, add perhaps a semi-automatic high caliber scoped sniper rifle (because not like that is any more broken in theory than the AA-12 or M32), add light machine guns (I'm thinking 7.62mm class, or higher depending on how unrealistic you're willing to make the game, a browning would be amazing, or hell, a MK19), and more of the same, with more pistols, more rifles, more SMGs, more assault rifles, more explosives, more overall goodness. Oh, and weapon attachments would be interesting, though some might feel that's too MW2/BC2 copy'ish, but ACOGs on the SMGs and a scope on the M14 just make sense (and check out the frag 12 shotgun ammunition)
Balancing gameplay to compensate for sheer badassery of the added guns-
At least add some maps with a larger and more open gameplay feel, rather than just holing up and hoping you have enough bullets to survive to the trader. You can't have scope high powered rifles without having mobs to engage with it, and in order to keep said weapons from being TOO broken, add/change existing mobs. Perhaps a flying mob, or focus on smaller mobs being too fast to effectively snipe, or follow trails that are hidden by cover, though a flying mob would make older classes like Commando or Support beneficial still in my opinion.
Balancing leveling up/shop to compensate for sheer badassery of the added guns-
The waves/trader concept is really fun and adds a dimension to the game by requiring the player to be useful or else they don't get any cool guns. But if you added a resupply class and/or the multitude of broken guns that would make me giddy to wield, making waves more overwhelming through either numbers, duration, intelligence, or lack of cover would change the gameplay experience and create an even larger time (and money) sink for the community (or at least me).
Focusing back on distant engagement as a factor-
Now my previous idea basically said screw cover, make them run for their lives! But like when I watch the remake of Dawn of the Dead, and it reaches the part with the gun shop owner across the way and unlimited ammo and a impregnable (and foodless) bunker, I mean that would just be fun. Maybe add buildings with more vertical elements, like spires or watchtowers, or even just climbing on the roof where non-flying zombies can't easily reach. That adds the option of making extreme endurance rounds, but hey, that might be a great online mode. 6 hour long matches where new players join up as players fall back due to a never-ending wave of zombies gradually overtake each and every stronghold, until they find some final means of surviving. I don't know.
In the end, I'm sure Tripwire receives dozens of suggestions from their community, all I'm really saying is add more levels to perks, add more guns, add more OMGWTF guns (because I mean when the M32 and M14 were first added..... it just made the game so much more worth owning and validated my purchase on so many levels) and having an M82A1 or even one of those what the...? 20mm rifles (Google it, you won't regret it,that bullet is insane) Would make the prospect of pwning zombies so intensely seductive, even if I'm told 'Haha! you have to unlock level 8 sharpshooter first nub! Go get 20,000 more headshots NOW!' I'd dust off my handcannon and M14 and get to work.
Anyway, Killing Floor. Fun game. Fun gameplay. So much more potential for continuations if Tripwire decides to continue it.
Just to clarify! I like the original Killing Floor, and in no way believe these updates should be implemented on the original game, because then the original game would no longer exist, and that's no fun! So don't vote 'leave the game along' if you still would like to see a separate game implementing these features on top of the original Killing Floor.
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