conductiv;n2283420 said:
apologies, I did make the assumption you meant that every perk had a different distinct role within a team..meaning that no 2 perks would be functionally identical. you know the current complaints about swat being very similar to commando and survivalists being poor-mans-medics. personally though I still have trouble seeing how increasing zed damage would actually cause players to stick to their function...personally I'd suspect they just spray more or rely more on poorly balanced equipment/AI bugs.
I'm more afraid the'll break the current atmospheric immersion rather then its current so-so state...by adding ludicrous enemies like robot chickens and adding confettiguns for players on anniversaries, but that is a whole different story.
about difficulty, well I don't know if a difficulty that would be almost impossible to win save for players with years of experience and a full premade team would get enough traffic...in my experience...if players hit a brick wall, they usually just give up. it usually pays off if the carrot is just out of reach and they occasionally get a nibble (basically they win 20-30% of their total games on said difficulty, but 80% or so solo/full premade...with lots of close calls) but maybe a even harder difficulty then current hell on earth could be added, just for lvl 25 perks with extremely good game understanding.
on my server, i took out base 15% dmg resistance for zerk, increased husks, sirens dmg by 30%, bloat bile dmg by 80%, now when zerk see bunch of bloats sirens and husks they need to ask perks like gs, mmando for help. The idea here is by making enemy AIs more dangerous, different roles can start to play with the target priorities they were desgined for.
http://wiki.tripwireinteractive.com/index.php?title=Perks_(Killing_Floor_2) , this is a good OFFICIAL guide(be sure to copy and paste, click on it cant lead u to the right page), but right now all zeds r just too soft, anyone can do anything and can make any mistake and still be able to survive without any pressure, hence roles got blurred.
Im not sure what kind of atmosphere u r pursuing for this game, they sure will not make robot chicken like enemies, but the art style of this game is pretty much being cool, artificial/action like with a small hint of "horror", thats a big difference compare to kf1.
I should have said, all difficulties should scale a good challenge for players r at different skill lvls not only just perk lvls. If ppl cant beat hoe for now they can always play suicidal, and here is the official description for it: " Suicidal - For seasoned players of perk rank 13-25. There are even more Zeds per wave, they use new attacks, and they move even faster. There are even fewer pickups, and you get even less dosh." As u can see sui is meant to be a "sweet spot" sort of middle ground for the most population of players, while normal and hard r for new players who can learn about the game and experience the freshness, they r intended for perk rank 0-5 and 6-12. Early lvls r easy to get, and perhaps quite a number of lvl25s need to practice more in order to get em selves ready for hoe or simply they found sui is the right difficulty for them so they decide to stick with it, hence the reason why sui for 13-25 should have the most players over time.
right now the direction of game difficulties is, hoe being the "hardest" among all, below hoe, especially hard and normal r just not worth playing unless players who r new to fps and kf2, soon they all jumped to sui as lvl 8s, lvl 10s, some of them even flooded into hoe, and this will keep happening if tw keeps failing to understand what true accessibility should be like, thats tw's attitude according to last live stream, they want as many ppl as possible to be able to beat hoe....then this is what we get now. kf2 has only one mode atm, and the game is basically just running around or always camping at the same spot to kill stuff, without fun and skillful mechanics, how can ppl keep coming back? we can only lose more players like that. If this is the game tw wants to make, then thats fine i'll leave now but they made kf1,so,,,Im simply beyond cunfused...
No matter who we are, players or devs, its important to understand why we play games and what the essence is of games, sure the appearance is one very important part, but whats inside is more important, and that is challenge, no game can be a game without having a challenge/interesting stuff to do, look at the latest starwars battlefront and look back at those countless successful games in all genres, it shouldnt be very hard to see the problem here...