KF2: An honest perspective

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Furious Imbecile

FNG / Fresh Meat
Oct 18, 2014
758
6
0
Finland
Back in the old days of video games were heavily limited due to them being relatively new and people just tried their best to win and getting entertained without looking at guides(they still are there to assist) and a big list of numbers. Now it's all bull**** number games(Destiny, Borderlands, J/W-RPG's), nothing interesting. Bullet sponge enemies, unnecessary RPG levelling, uninteresting gameplay and etc. You didn't have to go "this guy has (insert number here) HP and the fire panic enables after (insert number here) damage is over the (insert number here) resistance." Actually, I found out most of KF2's mechanics without looking at some large spreadsheet of numbers titled 'unnecessary list of numbers on how to play the game(FOR PROS ONLY)'. I test everything I do to confirm it works, not look at a number sheet and go (click the spoiler at your own risk)
Spoiler!


I can tell right now that it takes 3 Trench gun Shots(not sure how many pellets have to hit exactly) to put a Scrake or a Fleshpound into its fire panic state and it has a short interval before you can do it again. The Acidic Compound requires 5 shots before putting a FP or a SC in a Panic state(you even have a lot of time to inject him with it, you don't have to spam all at once) and that the cooldown is a long time, probably 30 seconds or more. See how oversimplified that was and how beginners can even understand that?

The only reason (in my opinion obviously) the spreadsheet is there is so that TWI devs can easily access it rather than look through code. Bug testers can look through as well probably. Either way, it's completely unnecessary for a 6 man HoE team to not win because they didn't have access to a number sheet made by some guy. I play, not do calculations.

So what you're basically saying is that noobs and casuals are not allowed to get better in the game if they can't figure stuff out themselves?

That guides to help people get better are a bad thing because they did not exist before?

I played Hexen, Duke Nukem, Heretic, Doom and Shadow Warrior in the 1990's and I did not have access to guides from other people. Did I enjoy the games? Yes. Would I've liked to get past an annoying area in less than 5 days of thinking and/or multiple resets? Yes. Why? Because I'm by far not the smartest guy out there and sometimes (shocker) I too need help with getting **** done.

I also play minesweeper without knowing how it works. It's still fun, but I'd rather know what I'm supposed to do.

On Topic

The first reply answered pretty much all the concerns here and I agree that perk talents are kinda lackluster on some perks. For instance, leveling Support was literally the most boring **** ever thanks to his insanely boring talents.
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
That guides to help people get better are a bad thing because they did not exist before?

To be fair, for a game that is pretty straightforward to get started KF2 does excellent job at withholding basic information that probably should be easy to access in-game.
 

VastSpartan

FNG / Fresh Meat
Nov 3, 2015
958
0
0
Ive said it multiple times. An in-game tutorial would solve many of the problems with people jumping in for the first time. Even a mix of documents mentioning the zed specimens.

A husk can suicide. It shoots fireballs. At times it can fire a flame thrower

Crawlers group in packs. They are resistant to slashing damage (something that I didnt know till a couple of months in playing as a berserker)

Scrakes when damaged and reach a certain point in their health will rage and chase down people never stopping. Their damage increasing.

blah blah blah you get the point.
 

-emily

FNG / Fresh Meat
May 9, 2016
5
0
0
Ive said it multiple times. An in-game tutorial would solve many of the problems with people jumping in for the first time.

The first game had pop up tips to give the players advice.
When a player dies to a Zed the trader will tell them at the next wave.
It's not much but I think Killing Floor has always been a "work it out on your own" sort of game.
 

VastSpartan

FNG / Fresh Meat
Nov 3, 2015
958
0
0
The first game had pop up tips to give the players advice.
When a player dies to a Zed the trader will tell them at the next wave.
It's not much but I think Killing Floor has always been a "work it out on your own" sort of game.

Sure but this game has a bigger amount of mechanics over the first game. This version of Killing Floor doesnt even give advice, it is only "Jump in and figure it out". A simple tutorial can save a lot of heart ache fir both the player and your team mates.