Killing Floor 2 feels so soulless

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bass361

Member
Jan 11, 2015
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The people that say you don't need the entire team to kill FPs and Scrakes surely haven't played alot of 6 player HoE and Sui games, because it always comes down to a couple FPs and 3-4 scrakes in the late rounds, and it always takes EVERYONES participation.

If not it results in a wipe. This is around 7-8/10 games I play, and if I can't pub then whats the point of playing? I shouldn't need a core team of 5 other people just to master 6 player HoE. This is not a 20-40 man raid its just KF, and KF was always about having fun killing zeds with big guns.
 

VastSpartan

FNG / Fresh Meat
Nov 3, 2015
958
0
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The people that say you don't need the entire team to kill FPs and Scrakes surely haven't played alot of 6 player HoE and Sui games, because it always comes down to a couple FPs and 3-4 scrakes in the late rounds, and it always takes EVERYONES participation.

If not it results in a wipe. This is around 7-8/10 games I play, and if I can't pub then whats the point of playing? I shouldn't need a core team of 5 other people just to master 6 player HoE. This is not a 20-40 man raid its just KF, and KF was always about having fun killing zeds with big guns.

If I remember correctly, Killing Floors concept was a survival based shooter with stacks of mutants cloned trying to kill us. The point of Killing Floor is surviving each wave with your team mates while using weapons.

Yes, you do need a core team for the hardest difficulty. I dont see how that opinion came to fruition.
 

poultrygeist

FNG / Fresh Meat
May 5, 2015
325
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Kiting WinLondon
If not it results in a wipe. This is around 7-8/10 games I play, and if I can't pub then whats the point of playing? I shouldn't need a core team of 5 other people just to master 6 player HoE. This is not a 20-40 man raid its just KF, and KF was always about having fun killing zeds with big guns.

thats what one core aspect of KF was at least the game i started playing in 2009..teamwork,you had to play together to be able to have one (or a few depending where and if you camp) guy pulling off tricks and combos. if you join a game with other players in it (in my books) you have a part to play and not just solo rambo your way through which more often than not ends in a wipe anyway.

i can see your point about the ideal KF session being just join a random server on harder difficulties and everything falls into place and players know what to do with their perks.this isnt the case however and again,ideally, seasoned players to KF2 teach newer players tricks and the do's and dont's

people play this game and have different ideas of what they have fun with.some players derp around on normal/hard and think they are good and start populating sui or HoE servers just to get their backside handed to them as well as messing up the experience for "seasoned" players.some players take things more serious and start slow having surviveing a HoE server as their ultimate kick.and then theres the vets who know every nook and cranny about the game wanting a perfect experience and a well performed team effort. and you know what all of these are perfectly fine because its a game and we want to have fun right :D

what it boils down to for me is the experience that makes you as the player happy,if you're ok with random fun blasting out alot of bullits and having a larf on public servers...keep normal/hard and to some degree sui
if you want to take the game a little bit more serious and learn all the little things about it as well as enjoying extensive teamplay...find a group of lads,add them on steam and have a go with them :)
 

bass361

Member
Jan 11, 2015
195
1
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I'm all for filling a role and playing it so long as it is significant. Problem is, the only perks that are significant in terms of over all power are Medic and Zerk. All the others are pretty much just trash clearers with no other purpose.
 

JoelFig

FNG / Fresh Meat
Apr 25, 2015
571
0
0
I'm all for filling a role and playing it so long as it is significant. Problem is, the only perks that are significant in terms of over all power are Medic and Zerk. All the others are pretty much just trash clearers with no other purpose.

Gunslinger??? Scrakes have never been easier.
 

bass361

Member
Jan 11, 2015
195
1
18
I think there should be more than just one class equipped with weaponry sufficient enough to kill a single scrake, because what happens when 2, or 3, or even 4 scrakes show up? I'll tell you what happens, Everyone dies, because this is alpha no doubt about it, and I knew what I was buying into, but god damn is it taking a long time to develop classes.

Now don't get me wrong, I'm not saying that TWI is working too slow on the game it self, but rather they are not focusing all their efforts in the right areas of the game. They should have spent the last year making the classes while the community makes the maps, and if this were the case I bet the game would be about finished by now.

There is no point to making mediocre maps when the community can produce 10x the maps, and at better quality. So I guess my question to TWI is why even bother. They knew this was such a community driven game so why waste time on maps in the first place?

And the game modes man. I know the game modes are a cool interesting side thing, but is it really worth the time? I'd much rather have seen endless wave mode than any of the game modes as well. These modes look like they'll get old really fast.
 
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marviraptor

FNG / Fresh Meat
Apr 16, 2015
66
6
0
There is no point to making mediocre maps when the community can produce 10x the maps, and at better quality. So I guess my question to TWI is why even bother.

This is where you are wrong. There is no denying that the official maps are anything less than top-notch. While some community maps are nice, their quality are either rare or inadequate. Almost all of them also reuse assets from the official map; thus by making more maps in different settings, TWI allows future community maps to becomes more diverse and better looking. About your complain about resource allocation, you can't just have the level designers go program that new weapon or help with the animations, that is not what they do.
 

Gladius

Grizzled Veteran
Oct 4, 2011
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This is where you are wrong. There is no denying that the official maps are anything less than top-notch.
I disagree. I'm not a fan of the new map philosophy from TWI that trys to make you to not stay in the same spot but please don't kite. Move but not too much...
 

2Clicks

Grizzled Veteran
Oct 27, 2012
1,268
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you must have a bad experience playing these games then because eitherway you yourself become the player that soloes the bigger zeds or you're bored shooting all the trash and supporting the team.

granted taking out 2 scrakes with a .50 cal isnt the biggest show of skill but nonetheless big zeds less to worry about.if i want a big one myself ill ask ingame and on most servers i play on that works well.

in KF2 you cant combo (the only one iam aware of is the GS legshot) bigger threats so if we have a perk on the team that can solo it ill put all my effort in to support that player..stepping in only if the player is overwhelmed or cant deal with them.as gladius said playing a support role in KF2 requires more skill than in 1 because of the different ways you can support the team.

I have no idea why you aimed this at me. My comment was in regard to the way in KF1 players could virtually solo kill scrakes and fps by themselves (xbow) and then took out trash with a handgun. Rendering the experience as boring as **** for the rest of the group.

As this isnt possible any more in KF2 Im fine with that. Now against biggies you need a few ppl to gang up to make the kill quick. Ofc you can kite if you know what youre doing but its still quicker and less painful if the team deal with threats as a group.

If Im soloing the rest of the wave I consider that a failure of me as a medic for not keeping the team alive or a failure as whatever perk Im playing for not contributing to killing the threats before most of the team died. Sometimes you just cant keep players with lack of knowledge or experience alive.

For instance in one game today on sui as a support, I ended up with the zerk on wave 8 and 9 bc the medic didnt understand when to throw a heal grenade!? ^^ So basically I ended up dropping my loadout and carrying the mAR to keep the zerk alive, while avoiding trash so he could kill the final spawned FPs/SCs without going into perma-rage.

Suffice to say I changed to medic wave 10 after the other medic left and the team (3 other players that didint leave) made it to the end to kill Patty.

No - I prefer the dynamic in this version more than in KF1. Even if its essentially dps vs bulletsponges. Sure I would love to see a bit more finesse, but if atm that means using the bash to push back a raging scrake and fp to give you (and the team) a few extra seconds, then so be it.
 

2Clicks

Grizzled Veteran
Oct 27, 2012
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I disagree. I'm not a fan of the new map philosophy from TWI that trys to make you to not stay in the same spot but please don't kite. Move but not too much...

I wouldnt say that necessarily true. Its entirely possible to camp on:
- Farmhouse (several places)
- Paris (several)
- Catacombs (2 that I know of)
- Manor (several)
- Biotech Labs (one/two)
- Outpost (one)

Youre just not encouraged to stay in enclosed areas.... mainly bc of the spawn points are right and the strategic teleportation of zeds that works much, much better than at release.

There are also more diverse spawning points which force you to be constantly changing your field of vision so that you are shooting in a large firing-arc... resulting in possibly more wastage of ammo. And on HoE that pretty critical as you will already be looking to move to get ammo if you dont conserve it.

At least thats my view of it. Maps are much much better, but their complexity also has that side-effect of potentially forcing you move on. That element of semi-realism (if you can call it that) makes the maps in this version superior that those in 1. Not that those maps werent great but that was a different game/beast altogether. I really miss those off-perk kiting session on Wyre and Waterworks.... :(
 
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poultrygeist

FNG / Fresh Meat
May 5, 2015
325
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Kiting WinLondon
nothing personal or specifically aimed at you but your post i responded to came across as you are not happy supporting a player that has the ability to take out a big zed on his/her own.be it with skills or just big guns.

i might have mis-interpreted your post,and if thats the case i apologize...i think in terms of teamplay we're on the same page anyways.
all iam saying is that i think its a good thing to have a perk that can solo bigger zeds while the team clears the trash for the time being.
 

2Clicks

Grizzled Veteran
Oct 27, 2012
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nothing personal or specifically aimed at you but your post i responded to came across as you are not happy supporting a player that has the ability to take out a big zed on his/her own.be it with skills or just big guns.

i might have mis-interpreted your post,and if thats the case i apologize...i think in terms of teamplay we're on the same page anyways.
all iam saying is that i think its a good thing to have a perk that can solo bigger zeds while the team clears the trash for the time being.

Thats what I took it as. My point was that I was not happy standing there in KF1 while the sharpie and demo took out most of the zeds in a wave from range while I stuck both barrels of my hunting shotgun in my mouth. Hence the Xbow/handgun combo or the nadelauncher/pipebomb combo for the demo.

In KF2 you basically have to support each other. And thats a dynamic I enjoy much much more. Its not the same as saying having the demo take the lead on fps or the zerk on scrakes, or even the gs for that matter. The more ppl chip in a few nades or a mag or two of their weapons then thats much more satisfying. Regardless players need to take the lead when their role allows it, or step back when the situation doesnt... i.e. low health, zero ammo etc.
 
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K0bra

Member
Nov 20, 2012
38
1
6
I bring this thread up again because this game went from gritty horror to scifi even more. For my taste just awful.

Then those lootboxes.... God i hate those.In Kf1 you bought your stuff at a reasonable price and all was fine.Here you have to pay so much for some things its just ridicolous and really out of date now.Get rid of it.

Please for the next Killing floor get rid of this boxes and for the love of this franchise go more back to your roots.Dark gritty dirty look,better humor,and open maps like farm from kf1.
Ty
 

s5yn3t

Grizzled Veteran
Sep 20, 2015
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They haven't added new lootboxes for a year now... now new items are sold straight from their in-game store in bundle form
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,966
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Belgium
Boy... Had I known that one day I would agree with this topic...

I keep screaming this on the top of my lungs everywhere, but the past two years (or let's say, year and a half) has been insulting. Mostly coming from lackluster updates. Here's what bothers me :

-Events that barely looks like events anymore (I won't lie : I grew tired of them throughout the years, but if you really wish to keep Christmas or Summer Sideshow... At least STICK TO THE THEMES. Do you feel like the latest update has that Christmas feeling? How about the last summer update, that was all about pirates rather than the sick carnival of old?)
-Tons of half-assed ideas (namely weeklies, upgrade system, survivalist...)
-Barely any tweaks, and never for things we explicitly ask about (what the point of tweaking ONE skill and TWO weapons per update? Either have a big ass changelog or don't bother)
-Not listening to the fans (We've been asking for reworks to the Survivalist, Medic and Sharpshooter for YEARS now)
-A piss-poor economy system (either you have DLCs or microtransactions, but certainly not both. And while I understand that they haven't added any lootboxes, surely due to the big controversy surrounding them, implementing them in the first place is already a major faux-pas)
=> let's not mention the ridiculous price of said DLCs... 10 bucks for a single gun is still way too much.
-Barebone additions (directly linked to the poor updates : sure, guns are always fun, but not only are half of them under paywalls, but we often get only one map along with them... Map that is often made by the community)

The game became soulless because Tripwire don't put any effort into it anymore. And I'll say the same as I always do : yes, supporting the game after five years is cool. They are not forced to do it and bla bla bla...

At that point, why bother?
 
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Humam2104

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Jul 1, 2020
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I haven't played KF1 so I guess I'm missing much? but KF2 is a nice game that I kill some stress with and seems pretty nice
Tons of half-assed ideas (namely weeklies, upgrade system, survivalist...)
-Barely any tweaks, and never for things we explicitly ask about (what the point of tweaking ONE skill and TWO weapons per update? Either have a big ass changelog or don't bother)
-Not listening to the fans (We've been asking for reworks to the Survivalist, Medic and Sharpshooter for YEARS now)
UPDATE: These are really true, their updates are focused on certain perks, like the medic had 2 weapons and a new skill ! Did the medic need these? I don't think so!
And another weapon for the berserker! why? he's already got a sh*t-load of weapons! he didn't need those!
Plus, why add new weapons as HRG weapons and not include the community made weapons! there are lots of weapons that are worth adding to the game!
 
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Aleflippy

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Sep 18, 2012
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I haven't played KF1 so I guess I'm missing much? but KF2 is a nice game that I kill some stress with and seems pretty nice

UPDATE: These are really true, their updates are focused on certain perks, like the medic had 2 weapons and a new skill ! Did the medic need these? I don't think so!
And another weapon for the berserker! why? he's already got a sh*t-load of weapons! he didn't need those!
Plus, why add new weapons as HRG weapons and not include the community made weapons! there are lots of weapons that are worth adding to the game!
I wouldn't say you're missing much... Honestly, it's hard to come back to KF1 after experiencing KF2, because a lot of quality changes were non-existent back in the day. It's hard to deal with perks that aren't so different from one another (since they got no skills). It's hard to deal without the sprint and overall less mobility. It's hard to deal with zeds which have fewer capabilities, but are meaner and tougher to kill (they are very much like the old-timey zombies : very slow, but will make you have a hard time). It's also a bit hard to look at nowadays, even if that grittier, darker feel does have it's charm... It certainly felt more like a horror game than KF2 does. It also had a different meta ! Like, all perks got hefty discounts on their weapons, which increased as you leveled up. You could even spawn with some guns at level 5 and 6 ! Very important indeed, since all you started with was a 9mm and a knife... Meaning everyone usually started the game as a sharpshooter. Hell... I even remember when the game didn't have the demo yet ! Or when the firebug only got the flamethrower, the medic only had the MP7 and thus was a very fragile perk... Meanwhile, the katana was a big mean killing machine !

All in all, I'd say go for it if you can get it for a cheap price and try it for yourself. It's always fun to see how far we've come ! And with some friends, the game is still mad fun. Not to mention the game has some great maps that didn't get ported to KF2. But yeah... if you didn't play the game at its prime, you probably won't get it.

Now as for the rest...

I'm not against perk-focused updates, but then they should really go deeper. Like if you're feeling giving the medic new weapons... You might as well rethink his skill tree a little bit. And yet, as you mention, some perks are simply not in need of more weapons anymore.

****, I would go as far as to say that the whole GAME doesn't need new weapons. It's always pleasing, sure, but at that point I would rather get something that truly surprise me... That or something that improves the game's experience. There's just so many guns you can add before it starts to feel stale. It's already becoming more and more difficult to choose a T2 or T3 weapon. I'm not saying it needed to be straightforward (as in one T1, one T2 , one T3 etc.) , but too many choices just kills it after a while.

Hence why I'm a bit skeptical about community-made weapons... Not that I feel they couldn't fit or that they aren't made with care and balancing at heart, but we don't really need another truckload of assault rifles. They would just overlap on each other.

(Even if I would lie if I said that it wasn't one of my guilty pleasures in the first game... Some were stupidly OP, but others were creative and interesting !)

(Considering some great ideas I've seen on these forums, I really feel they should listen to the community more...And not just to bring new maps)